public FilterPixelShader(Device device, int imageWidth, int imageHeight, int constantBufferSize, string pixelShaderBytecodeFilename) { vertexShader = new VertexShader(device, new ShaderBytecode(File.ReadAllBytes("Content/FullScreenQuadVS.cso"))); pixelShader = new PixelShader(device, new ShaderBytecode(File.ReadAllBytes(pixelShaderBytecodeFilename))); var rasterizerStateDesc = new RasterizerStateDescription() { CullMode = CullMode.None, FillMode = FillMode.Solid, IsDepthClipEnabled = false, IsFrontCounterClockwise = true, IsMultisampleEnabled = false, }; rasterizerState = new RasterizerState(device, rasterizerStateDesc); if (constantBufferSize > 0) { var constantBufferDesc = new BufferDescription() { Usage = ResourceUsage.Dynamic, BindFlags = BindFlags.ConstantBuffer, SizeInBytes = constantBufferSize, CpuAccessFlags = CpuAccessFlags.Write, StructureByteStride = 0, OptionFlags = 0, }; constantBuffer = new Buffer(device, constantBufferDesc); } viewport = new Viewport(0, 0, imageWidth, imageHeight); // TODO: get these dimensions vertexBufferBinding = new VertexBufferBinding(null, 0, 0); }
protected override void OnRasterStateChanged() { if (IsAttached) { Disposer.RemoveAndDispose(ref rasterState); /// --- set up rasterizer states var rasterStateDesc = new RasterizerStateDescription() { FillMode = FillMode.Solid, CullMode = CullMode.Back, DepthBias = DepthBias, DepthBiasClamp = -1000, SlopeScaledDepthBias = +0, IsDepthClipEnabled = true, IsFrontCounterClockwise = true, //IsMultisampleEnabled = true, //IsAntialiasedLineEnabled = true, //IsScissorEnabled = true, }; try { rasterState = new RasterizerState(Device, rasterStateDesc); } catch (Exception) { } } }
public ProjectiveTexturingShader(Device device) { var shaderByteCode = new ShaderBytecode(File.ReadAllBytes("Content/DepthAndProjectiveTextureVS.cso")); vertexShader = new VertexShader(device, shaderByteCode); geometryShader = new GeometryShader(device, new ShaderBytecode(File.ReadAllBytes("Content/DepthAndColorGS.cso"))); pixelShader = new PixelShader(device, new ShaderBytecode(File.ReadAllBytes("Content/DepthAndColorPS.cso"))); // depth stencil state var depthStencilStateDesc = new DepthStencilStateDescription() { IsDepthEnabled = true, DepthWriteMask = DepthWriteMask.All, DepthComparison = Comparison.LessEqual, IsStencilEnabled = false, }; depthStencilState = new DepthStencilState(device, depthStencilStateDesc); // rasterizer states var rasterizerStateDesc = new RasterizerStateDescription() { CullMode = CullMode.None, FillMode = FillMode.Solid, IsDepthClipEnabled = true, IsFrontCounterClockwise = true, IsMultisampleEnabled = true, }; rasterizerState = new RasterizerState(device, rasterizerStateDesc); // constant buffer var constantBufferDesc = new BufferDescription() { Usage = ResourceUsage.Dynamic, BindFlags = BindFlags.ConstantBuffer, SizeInBytes = Constants.size, CpuAccessFlags = CpuAccessFlags.Write, StructureByteStride = 0, OptionFlags = 0, }; constantBuffer = new SharpDX.Direct3D11.Buffer(device, constantBufferDesc); // user view sampler state var colorSamplerStateDesc = new SamplerStateDescription() { Filter = Filter.MinMagMipLinear, AddressU = TextureAddressMode.Border, AddressV = TextureAddressMode.Border, AddressW = TextureAddressMode.Border, //BorderColor = new SharpDX.Color4(0.5f, 0.5f, 0.5f, 1.0f), BorderColor = new SharpDX.Color4(0, 0, 0, 1.0f), }; colorSamplerState = new SamplerState(device, colorSamplerStateDesc); vertexInputLayout = new InputLayout(device, shaderByteCode.Data, new[] { new InputElement("SV_POSITION", 0, Format.R32G32B32A32_Float, 0, 0), }); }
static void InitializeRasterizerStates() { m_wireframeRasterizerState = MyPipelineStates.CreateRasterizerState(new RasterizerStateDescription { FillMode = FillMode.Wireframe, CullMode = CullMode.Back }); RasterizerStateDescription desc = new RasterizerStateDescription(); desc.FillMode = FillMode.Wireframe; desc.CullMode = CullMode.Back; m_wireframeRasterizerState = MyPipelineStates.CreateRasterizerState(desc); desc.FillMode = FillMode.Solid; desc.CullMode = CullMode.Front; m_invTriRasterizerState = MyPipelineStates.CreateRasterizerState(desc); desc.FillMode = FillMode.Solid; desc.CullMode = CullMode.None; m_nocullRasterizerState = MyPipelineStates.CreateRasterizerState(desc); desc.FillMode = FillMode.Wireframe; desc.CullMode = CullMode.None; m_nocullWireframeRasterizerState = MyPipelineStates.CreateRasterizerState(desc); desc = new RasterizerStateDescription(); desc.FillMode = FillMode.Solid; desc.CullMode = CullMode.Back; m_linesRasterizerState = MyPipelineStates.CreateRasterizerState(desc); desc = new RasterizerStateDescription(); desc.FillMode = FillMode.Solid; desc.CullMode = CullMode.None; desc.IsFrontCounterClockwise = true; desc.DepthBias = 20; desc.DepthBiasClamp = 2; desc.SlopeScaledDepthBias = 4; m_cascadesRasterizerState = MyPipelineStates.CreateRasterizerState(desc); desc = new RasterizerStateDescription(); desc.FillMode = FillMode.Solid; desc.CullMode = CullMode.None; desc.IsFrontCounterClockwise = true; desc.DepthBias = 2500; desc.DepthBiasClamp = 10000; desc.SlopeScaledDepthBias = 4; m_shadowRasterizerState = MyPipelineStates.CreateRasterizerState(desc); desc.FillMode = FillMode.Solid; desc.CullMode = CullMode.Back; desc.IsFrontCounterClockwise = false; desc.IsScissorEnabled = true; m_scissorTestRasterizerState = MyPipelineStates.CreateRasterizerState(desc); }
/// <summary> /// Sets the cull mode. /// </summary> /// <param name="cullMode">The cull mode.</param> /// <exception cref="System.Exception"></exception> public void SetCullMode(D3D11.CullMode cullMode) { if (d3dContext == null) { throw new Exception(MethodBase.GetCurrentMethod().Name + "DeviceContext is null"); } D3D11.RasterizerStateDescription rasterDesc = d3dContext.Rasterizer.State.Description; rasterDesc.CullMode = cullMode; SetRasterizerState(rasterDesc); }
public static D3D.RasterizerState CreateRasterizerState(this D3D.Device device) { var rasterizerDesc = new D3D.RasterizerStateDescription() { CullMode = D3D.CullMode.None, IsAntialiasedLineEnabled = true, IsMultisampleEnabled = true, FillMode = D3D.FillMode.Solid, IsDepthClipEnabled = true, }; return new D3D.RasterizerState(device, rasterizerDesc); }
public RasterizerState(SharpDX.Direct3D11.FillMode fillMode, SharpDX.Direct3D11.CullMode cullMode, bool frontCounterClockwise) { RasterizerStateDescription desc = new RasterizerStateDescription(){ FillMode = fillMode, CullMode = cullMode, IsFrontCounterClockwise = frontCounterClockwise }; NativeRasterizerState = new SharpDX.Direct3D11.RasterizerState(GraphicManager.Device, desc); }
private RasterizerState CreateNewRasterizerState(ref RasterizerStateDescription description) { SharpDX.Direct3D11.RasterizerStateDescription rssDesc = new SharpDX.Direct3D11.RasterizerStateDescription { CullMode = D3D11Formats.VdToD3D11CullMode(description.CullMode), FillMode = D3D11Formats.VdToD3D11FillMode(description.FillMode), IsDepthClipEnabled = description.DepthClipEnabled, IsScissorEnabled = description.ScissorTestEnabled, IsFrontCounterClockwise = description.FrontFace == FrontFace.CounterClockwise }; return(new RasterizerState(_device, rssDesc)); }
public static D3D.RasterizerState CreateRasterizerState(this D3D.Device device) { var rasterizerDesc = new D3D.RasterizerStateDescription() { CullMode = D3D.CullMode.None, IsAntialiasedLineEnabled = true, IsMultisampleEnabled = true, FillMode = D3D.FillMode.Solid, IsDepthClipEnabled = true, }; return(new D3D.RasterizerState(device, rasterizerDesc)); }
private RasterizerState CreateNewRasterizerState(ref D3D11RasterizerStateCacheKey key) { SharpDX.Direct3D11.RasterizerStateDescription rssDesc = new SharpDX.Direct3D11.RasterizerStateDescription { CullMode = D3D11Formats.VdToD3D11CullMode(key.VeldridDescription.CullMode), FillMode = D3D11Formats.VdToD3D11FillMode(key.VeldridDescription.FillMode), IsDepthClipEnabled = key.VeldridDescription.DepthClipEnabled, IsScissorEnabled = key.VeldridDescription.ScissorTestEnabled, IsFrontCounterClockwise = key.VeldridDescription.FrontFace == FrontFace.CounterClockwise, IsMultisampleEnabled = key.Multisampled }; return(new RasterizerState(_device, rssDesc)); }
/// <summary> /// Sets the state of the rasterizer. /// </summary> /// <param name="desc">The desc.</param> /// <exception cref="System.Exception"></exception> public void SetRasterizerState(D3D11.RasterizerStateDescription desc) { if (d3dDevice == null || d3dContext == null) { throw new Exception(MethodBase.GetCurrentMethod().Name + "Device or DeviceContext is null"); } D3D11.RasterizerState rasterState = new D3D11.RasterizerState(d3dDevice, desc); if (d3dContext.Rasterizer.State != null) { d3dContext.Rasterizer.State.Dispose(); } d3dContext.Rasterizer.State = rasterState; }
private void InitDevice(int numSamples) { var width = m_Window.ClientRectangle.Width; var height = m_Window.ClientRectangle.Height; var refreshRate = new Rational(60, 1); var modeDesc = new ModeDescription(width, height, refreshRate, Format.R8G8B8A8_UNorm); var quality = GetBestQuality(numSamples); var swapChainDesc = new SwapChainDescription() { BufferCount = 1, IsWindowed = true, ModeDescription = modeDesc, SampleDescription = new SampleDescription(numSamples, quality), OutputHandle = Game.Inst.Window.Handle, Usage = Usage.RenderTargetOutput }; #if DEBUG const D3D11.DeviceCreationFlags DEBUG_FLAG = D3D11.DeviceCreationFlags.Debug; #else const D3D11.DeviceCreationFlags DEBUG_FLAG = D3D11.DeviceCreationFlags.None; #endif D3D11.Device.CreateWithSwapChain(DriverType.Hardware, D3D11.DeviceCreationFlags.SingleThreaded | DEBUG_FLAG, swapChainDesc, out Device, out m_SwapChain); m_DeviceContext = Device.ImmediateContext; var rsd = new D3D11.RasterizerStateDescription { CullMode = D3D11.CullMode.Back, FillMode = D3D11.FillMode.Solid, IsMultisampleEnabled = true, }; var rs = new D3D11.RasterizerState(Device, rsd); Device.ImmediateContext.Rasterizer.State = rs; var backBuffer = m_SwapChain.GetBackBuffer <D3D11.Texture2D>(0); m_DefaultRenderTarget = new SharpDXRenderTarget(this, backBuffer, width, height, new D3D11.RenderTargetView(Device, backBuffer)); RenderTarget = m_DefaultRenderTarget; m_DeviceContext.Rasterizer.SetViewport(0.0f, 0.0f, width, height); }
public RasterState(GxContext context) { mContext = context; mDescription = new RasterizerStateDescription { CullMode = CullMode.None, DepthBias = 0, DepthBiasClamp = 0.0f, FillMode = FillMode.Solid, IsAntialiasedLineEnabled = false, IsDepthClipEnabled = true, IsFrontCounterClockwise = true, IsMultisampleEnabled = false, IsScissorEnabled = false, SlopeScaledDepthBias = 0.0f }; mChanged = true; }
/// <summary> /// Function to retrieve the D3D state object. /// </summary> /// <param name="stateType">The state type information.</param> /// <returns>The D3D state object.</returns> internal override D3D.DeviceChild GetStateObject(ref GorgonRasterizerStates stateType) { var desc = new D3D.RasterizerStateDescription { CullMode = (D3D.CullMode)States.CullingMode, DepthBias = States.DepthBias, DepthBiasClamp = States.DepthBiasClamp, FillMode = (D3D.FillMode)States.FillMode, IsAntialiasedLineEnabled = States.IsAntialiasedLinesEnabled, IsDepthClipEnabled = States.IsDepthClippingEnabled, IsFrontCounterClockwise = States.IsFrontFacingTriangleCounterClockwise, IsMultisampleEnabled = States.IsMultisamplingEnabled, IsScissorEnabled = States.IsScissorTestingEnabled }; var state = new D3D.RasterizerState(Graphics.D3DDevice, desc) { DebugName = "Gorgon Rasterizer State #" + StateCacheCount }; return(state); }
/// <inheritdoc /> protected override Task <bool> InternalInitialize(string licenseKey) { var rasterizeDescription = new SharpDX.Direct3D11.RasterizerStateDescription() { CullMode = SharpDX.Direct3D11.CullMode.None, FillMode = SharpDX.Direct3D11.FillMode.Solid, IsFrontCounterClockwise = false, DepthBias = 0, SlopeScaledDepthBias = 0, DepthBiasClamp = 0.0f, IsDepthClipEnabled = true, IsScissorEnabled = false, IsMultisampleEnabled = false, IsAntialiasedLineEnabled = false, }; var adapter = Game.Current.Application.Adapter as Adapter.Adapter; this.rasterizerState = new SharpDX.Direct3D11.RasterizerState(adapter.GraphicsDevice.DeviceDirect3D, rasterizeDescription); return(base.InternalInitialize(licenseKey)); }
public RasterizerStatesStruct(D3D.Device device) { var desc = new D3D.RasterizerStateDescription() { CullMode = D3D.CullMode.Back, DepthBias = 0, DepthBiasClamp = 0, FillMode = D3D.FillMode.Solid, IsAntialiasedLineEnabled = false, IsDepthClipEnabled = true, IsFrontCounterClockwise = false, IsMultisampleEnabled = true, IsScissorEnabled = false, SlopeScaledDepthBias = 0 }; Back = new D3D.RasterizerState(device, desc); desc.CullMode = D3D.CullMode.None; None = new D3D.RasterizerState(device, desc); desc.FillMode = D3D.FillMode.Wireframe; Wire = new D3D.RasterizerState(device, desc); }
/// <summary> /// <p>Create a rasterizer state object that tells the rasterizer stage how to behave.</p> /// </summary> /// <param name="device">The <see cref="GraphicsDevice"/>.</param> /// <param name="name">Name of this depth stencil state.</param> /// <param name="description">A rasterizer state description</param> /// <remarks> /// <p>4096 unique rasterizer state objects can be created on a device at a time.</p><p>If an application attempts to create a rasterizer-state interface with the same state as an existing interface, the same interface will be returned and the total number of unique rasterizer state objects will stay the same.</p> /// </remarks> /// <msdn-id>ff476516</msdn-id> /// <unmanaged>HRESULT ID3D11Device::CreateRasterizerState([In] const D3D11_RASTERIZER_DESC* pRasterizerDesc,[Out, Fast] ID3D11RasterizerState** ppRasterizerState)</unmanaged> /// <unmanaged-short>ID3D11Device::CreateRasterizerState</unmanaged-short> public static RasterizerState New(GraphicsDevice device, string name, RasterizerStateDescription description) { return new RasterizerState(device, description) {Name = name}; }
/// <summary> /// Loads the resource. /// </summary> /// <param name="device">The device.</param> /// <param name="resources">Parent ResourceDictionary.</param> protected override void LoadResourceInternal(EngineDevice device, ResourceDictionary resources) { // Create default blend state m_defaultBlendState = new Lazy <D3D11.BlendState>(() => { D3D11.BlendStateDescription blendDesc = D3D11.BlendStateDescription.Default(); return(new D3D11.BlendState(device.DeviceD3D11_1, blendDesc)); }); // Create alpha blending blend state m_alphaBlendingBlendState = new Lazy <D3D11.BlendState>(() => { //Define the blend state (based on http://www.rastertek.com/dx11tut26.html) D3D11.BlendStateDescription blendDesc = D3D11.BlendStateDescription.Default(); blendDesc.RenderTarget[0].IsBlendEnabled = true; blendDesc.RenderTarget[0].SourceBlend = D3D11.BlendOption.SourceAlpha; blendDesc.RenderTarget[0].DestinationBlend = D3D11.BlendOption.InverseSourceAlpha; blendDesc.RenderTarget[0].BlendOperation = D3D11.BlendOperation.Add; blendDesc.RenderTarget[0].DestinationAlphaBlend = D3D11.BlendOption.One; blendDesc.RenderTarget[0].SourceAlphaBlend = D3D11.BlendOption.One; blendDesc.RenderTarget[0].AlphaBlendOperation = D3D11.BlendOperation.Maximum; blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11.ColorWriteMaskFlags.All; //Create the blendstate object return(new D3D11.BlendState(device.DeviceD3D11_1, blendDesc)); }); // Create default depth stencil state m_depthStencilStateDefault = new Lazy <D3D11.DepthStencilState>(() => { D3D11.DepthStencilStateDescription stateDesc = D3D11.DepthStencilStateDescription.Default(); stateDesc.DepthComparison = D3D11.Comparison.LessEqual; return(new D3D11.DepthStencilState(device.DeviceD3D11_1, stateDesc)); }); // Create the depth stencil state for diabling z writes m_depthStencilStateDisableZWrites = new Lazy <D3D11.DepthStencilState>(() => { D3D11.DepthStencilStateDescription stateDesc = D3D11.DepthStencilStateDescription.Default(); stateDesc.DepthWriteMask = D3D11.DepthWriteMask.Zero; stateDesc.DepthComparison = D3D11.Comparison.LessEqual; return(new D3D11.DepthStencilState(device.DeviceD3D11_1, stateDesc)); }); m_depthStencilStateAllwaysPass = new Lazy <D3D11.DepthStencilState>(() => { D3D11.DepthStencilStateDescription stateDesc = D3D11.DepthStencilStateDescription.Default(); stateDesc.DepthWriteMask = D3D11.DepthWriteMask.Zero; stateDesc.DepthComparison = D3D11.Comparison.Always; stateDesc.IsDepthEnabled = false; return(new D3D11.DepthStencilState(device.DeviceD3D11_1, stateDesc)); }); // Create the depth stencil state for inverting z logic m_depthStencilStateInvertedZTest = new Lazy <D3D11.DepthStencilState>(() => { D3D11.DepthStencilStateDescription stateDesc = D3D11.DepthStencilStateDescription.Default(); stateDesc.DepthComparison = D3D11.Comparison.Greater; stateDesc.DepthWriteMask = D3D11.DepthWriteMask.Zero; return(new D3D11.DepthStencilState(device.DeviceD3D11_1, stateDesc)); }); // Create default rasterizer state m_rasterStateDefault = new Lazy <D3D11.RasterizerState>(() => { return(new D3D11.RasterizerState(device.DeviceD3D11_1, D3D11.RasterizerStateDescription.Default())); }); // Create a raster state with depth bias m_rasterStateBiased = new Lazy <D3D11.RasterizerState>(() => { D3D11.RasterizerStateDescription rasterDesc = D3D11.RasterizerStateDescription.Default(); rasterDesc.DepthBias = GraphicsHelper.GetDepthBiasValue(device, -0.00003f); return(new D3D11.RasterizerState(device.DeviceD3D11_1, rasterDesc)); }); // Create a raster state for wireframe rendering m_rasterStateWireframe = new Lazy <SharpDX.Direct3D11.RasterizerState>(() => { D3D11.RasterizerStateDescription rasterDesc = D3D11.RasterizerStateDescription.Default(); rasterDesc.FillMode = D3D11.FillMode.Wireframe; return(new D3D11.RasterizerState(device.DeviceD3D11_1, rasterDesc)); }); // Create the rasterizer state for line rendering m_rasterStateLines = new Lazy <D3D11.RasterizerState>(() => { D3D11.RasterizerStateDescription stateDesc = D3D11.RasterizerStateDescription.Default(); stateDesc.CullMode = D3D11.CullMode.None; stateDesc.IsAntialiasedLineEnabled = true; stateDesc.FillMode = D3D11.FillMode.Solid; return(new D3D11.RasterizerState(device.DeviceD3D11_1, stateDesc)); }); // Create sampler states m_samplerStateLow = new Lazy <D3D11.SamplerState>(() => { return(GraphicsHelper.CreateDefaultTextureSampler(device, TextureSamplerQualityLevel.Low)); }); m_samplerStateMedium = new Lazy <D3D11.SamplerState>(() => { return(GraphicsHelper.CreateDefaultTextureSampler(device, TextureSamplerQualityLevel.Medium)); }); m_samplerStateHigh = new Lazy <D3D11.SamplerState>(() => { return(GraphicsHelper.CreateDefaultTextureSampler(device, TextureSamplerQualityLevel.High)); }); }
public void InitializeBuffers() { //Create back buffer Texture2D backBuffer = Resource.FromSwapChain<Texture2D>(SwapChain, 0); _renderTargetView = new RenderTargetView(Device, backBuffer); backBuffer.Dispose(); //Create the depth/stencil buffer var depthBufferDesc = new Texture2DDescription { Width = ConfigurationManager.Config.Width, Height = ConfigurationManager.Config.Height, MipLevels = 1, ArraySize = 1, Format = Format.D24_UNorm_S8_UInt, SampleDescription = ConfigurationManager.Config.AntiAliasing ? new SampleDescription(4, _maxQualityLevel-1) : new SampleDescription(1, 0), Usage = ResourceUsage.Default, BindFlags = BindFlags.DepthStencil, CpuAccessFlags = CpuAccessFlags.None, OptionFlags = ResourceOptionFlags.None }; _depthStencilBuffer = new Texture2D(Device, depthBufferDesc); DepthStencilStateDescription depthStencilDesc = new DepthStencilStateDescription { IsDepthEnabled = true, DepthWriteMask = DepthWriteMask.All, DepthComparison = Comparison.Less, IsStencilEnabled = true, StencilReadMask = 0xFF, StencilWriteMask = 0xFF, // Stencil operation if pixel front-facing. FrontFace = new DepthStencilOperationDescription { FailOperation = StencilOperation.Keep, DepthFailOperation = StencilOperation.Increment, PassOperation = StencilOperation.Keep, Comparison = Comparison.Always }, // Stencil operation if pixel is back-facing. BackFace = new DepthStencilOperationDescription { FailOperation = StencilOperation.Keep, DepthFailOperation = StencilOperation.Decrement, PassOperation = StencilOperation.Keep, Comparison = Comparison.Always } }; // Create the depth stencil state. _depthStencilState = new DepthStencilState(Device, depthStencilDesc); DepthStencilStateDescription depthDisabledStencilDesc = new DepthStencilStateDescription { IsDepthEnabled = false, DepthWriteMask = DepthWriteMask.All, DepthComparison = Comparison.Less, IsStencilEnabled = true, StencilReadMask = 0xFF, StencilWriteMask = 0xFF, // Stencil operation if pixel front-facing. FrontFace = new DepthStencilOperationDescription { FailOperation = StencilOperation.Keep, DepthFailOperation = StencilOperation.Increment, PassOperation = StencilOperation.Keep, Comparison = Comparison.Always }, // Stencil operation if pixel is back-facing. BackFace = new DepthStencilOperationDescription { FailOperation = StencilOperation.Keep, DepthFailOperation = StencilOperation.Decrement, PassOperation = StencilOperation.Keep, Comparison = Comparison.Always } }; _depthDisabledStencilState = new DepthStencilState(Device, depthDisabledStencilDesc); // Set the depth stencil state. _isZBufferEnabled = true; DeviceContext.OutputMerger.SetDepthStencilState(_depthStencilState, 1); // Initialize and set up the depth stencil view. DepthStencilViewDescription depthStencilViewDesc; if(ConfigurationManager.Config.AntiAliasing) depthStencilViewDesc = new DepthStencilViewDescription { Format = Format.D24_UNorm_S8_UInt, Dimension = DepthStencilViewDimension.Texture2DMultisampled, Texture2DMS = new DepthStencilViewDescription.Texture2DMultisampledResource() }; else depthStencilViewDesc = new DepthStencilViewDescription { Format = Format.D24_UNorm_S8_UInt, Dimension = DepthStencilViewDimension.Texture2D, Texture2D = new DepthStencilViewDescription.Texture2DResource() { MipSlice = 0 } }; // Create the depth stencil view. DepthStencilView = new DepthStencilView(Device, _depthStencilBuffer, depthStencilViewDesc); RenderToTextureDepthStencilView = new DepthStencilView(Device, new Texture2D(Device, new Texture2DDescription { Width = ConfigurationManager.Config.Width, Height = ConfigurationManager.Config.Height, MipLevels = 1, ArraySize = 1, Format = Format.D24_UNorm_S8_UInt, SampleDescription = new SampleDescription(1, 0), Usage = ResourceUsage.Default, BindFlags = BindFlags.DepthStencil, CpuAccessFlags = CpuAccessFlags.None, OptionFlags = ResourceOptionFlags.None }), new DepthStencilViewDescription { Format = Format.D24_UNorm_S8_UInt, Dimension = DepthStencilViewDimension.Texture2D, Texture2D = new DepthStencilViewDescription.Texture2DResource() { MipSlice = 0 } }); // Bind the render target view and depth stencil buffer to the output render pipeline. DeviceContext.OutputMerger.SetTargets(DepthStencilView, _renderTargetView); // Setup the raster description which will determine how and what polygon will be drawn. var rasterDesc = new RasterizerStateDescription { IsAntialiasedLineEnabled = false, CullMode = CullMode.Back, DepthBias = 0, DepthBiasClamp = .0f, IsDepthClipEnabled = true, FillMode = FillMode.Solid, IsFrontCounterClockwise = false, IsMultisampleEnabled = false, IsScissorEnabled = false, SlopeScaledDepthBias = .0f }; // Create the rasterizer state from the description we just filled out. _rasterStateSolid = new RasterizerState(Device, rasterDesc); rasterDesc.FillMode = FillMode.Wireframe; _rasterStateWireFrame = new RasterizerState(Device, rasterDesc); // Now set the rasterizer state. DeviceContext.Rasterizer.State = _rasterStateSolid; // Setup and create the viewport for rendering. DeviceContext.Rasterizer.SetViewport(0, 0, ConfigurationManager.Config.Width, ConfigurationManager.Config.Height, 0, 1); var blendStateDescription = new BlendStateDescription(); blendStateDescription.RenderTarget[0].IsBlendEnabled = true; blendStateDescription.RenderTarget[0].SourceBlend = BlendOption.SourceAlpha; blendStateDescription.RenderTarget[0].DestinationBlend = BlendOption.InverseSourceAlpha; blendStateDescription.RenderTarget[0].BlendOperation = BlendOperation.Add; blendStateDescription.RenderTarget[0].SourceAlphaBlend = BlendOption.One; blendStateDescription.RenderTarget[0].DestinationAlphaBlend = BlendOption.Zero; blendStateDescription.RenderTarget[0].AlphaBlendOperation = BlendOperation.Add; blendStateDescription.RenderTarget[0].RenderTargetWriteMask = ColorWriteMaskFlags.All; // Create the blend state using the description. _alphaEnabledBlendState = new BlendState(Device, blendStateDescription); blendStateDescription.RenderTarget[0].IsBlendEnabled = false; // Create the blend state using the description. _alphaDisabledBlendState = new BlendState(Device, blendStateDescription); }
public void Initialize() { Form.SizeChanged += (o, args) => { if (_swapChain == null) return; renderView.Dispose(); depthView.Dispose(); DisposeBuffers(); if (Form.WindowState == FormWindowState.Minimized) return; Width = Form.ClientSize.Width; Height = Form.ClientSize.Height; _swapChain.ResizeBuffers(_swapChain.Description.BufferCount, 0, 0, Format.Unknown, 0); CreateBuffers(); SetSceneConstants(); }; Width = 1024; Height = 768; NearPlane = 1.0f; FarPlane = 200.0f; FieldOfView = (float)Math.PI / 4; try { OnInitializeDevice(); } catch (Exception e) { MessageBox.Show(e.ToString(), "Could not create DirectX 11 device."); return; } // shader.fx const ShaderFlags shaderFlags = ShaderFlags.None; //const ShaderFlags shaderFlags = ShaderFlags.Debug | ShaderFlags.SkipOptimization; string[] sources = new[] { "shader.fx", "grender.fx" }; using (var shaderByteCode = ShaderLoader.FromResource(Assembly.GetExecutingAssembly(), sources, shaderFlags)) { effect = new Effect(_device, shaderByteCode); } EffectTechnique technique = effect.GetTechniqueByName("GBufferCreate"); shadowGenPass = technique.GetPassByName("ShadowMap"); gBufferGenPass = technique.GetPassByName("GBufferGen"); debugDrawPass = technique.GetPassByName("DebugDraw"); 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 _rasterizerStateDesc = new RasterizerStateDescription() { CullMode = CullMode.None, FillMode = FillMode.Solid, DepthBias = 0, DepthBiasClamp = 0, SlopeScaledDepthBias = 0, IsDepthClipEnabled = true, }; noCullState = new RasterizerState(_device, _rasterizerStateDesc); _rasterizerStateDesc.CullMode = CullMode.Back; backCullState = new RasterizerState(_device, _rasterizerStateDesc); _rasterizerStateDesc.CullMode = CullMode.Front; frontCullState = new RasterizerState(_device, _rasterizerStateDesc); _immediateContext.Rasterizer.State = CullingEnabled ? backCullState : noCullState; DepthStencilStateDescription depthDesc = new DepthStencilStateDescription() { IsDepthEnabled = true, IsStencilEnabled = false, DepthWriteMask = DepthWriteMask.All, DepthComparison = Comparison.Less }; depthState = new DepthStencilState(_device, depthDesc); depthDesc.DepthWriteMask = DepthWriteMask.Zero; outsideLightVolumeDepthState = new DepthStencilState(_device, depthDesc); depthDesc.DepthComparison = Comparison.Greater; insideLightVolumeDepthState = 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 technique = effect.GetTechniqueByName("DeferredShader"); gBufferRenderPass = technique.GetPassByName("DeferredShader"); gBufferPostProcessPass = technique.GetPassByName("Blur"); gBufferPostProcessPass2 = technique.GetPassByName("PostProcess"); gBufferOverlayPass = technique.GetPassByName("Overlay"); lightBufferVar = effect.GetVariableByName("lightBuffer").AsShaderResource(); normalBufferVar = effect.GetVariableByName("normalBuffer").AsShaderResource(); diffuseBufferVar = effect.GetVariableByName("diffuseBuffer").AsShaderResource(); depthMapVar = effect.GetVariableByName("depthMap").AsShaderResource(); shadowLightDepthBufferVar = effect.GetVariableByName("lightDepthMap").AsShaderResource(); sunLightDirectionVar = effect.GetVariableByName("SunLightDirection").AsVector(); viewportWidthVar = effect.GetVariableByName("ViewportWidth").AsScalar(); viewportHeightVar = effect.GetVariableByName("ViewportHeight").AsScalar(); viewParametersVar = effect.GetVariableByName("ViewParameters").AsVector(); overlayViewProjectionVar = effect.GetVariableByName("OverlayViewProjection").AsMatrix(); // light.fx using (var shaderByteCode = ShaderLoader.FromResource(Assembly.GetExecutingAssembly(), "light.fx", shaderFlags)) { lightShader = new Effect(_device, shaderByteCode); } technique = lightShader.GetTechniqueByIndex(0); lightAccumulationPass = technique.GetPassByName("Light"); lightWorldVar = lightShader.GetVariableByName("World").AsMatrix(); lightPositionRadiusVar = lightShader.GetVariableByName("PositionRadius").AsVector(); lightColorVar = lightShader.GetVariableByName("Color").AsVector(); lightProjectionVar = lightShader.GetVariableByName("Projection").AsMatrix(); lightViewVar = lightShader.GetVariableByName("View").AsMatrix(); lightViewInverseVar = lightShader.GetVariableByName("ViewInverse").AsMatrix(); lightViewportWidthVar = lightShader.GetVariableByName("ViewportWidth").AsScalar(); lightViewportHeightVar = lightShader.GetVariableByName("ViewportHeight").AsScalar(); lightEyePositionVar = lightShader.GetVariableByName("EyePosition").AsVector(); lightViewParametersVar = lightShader.GetVariableByName("ViewParameters").AsVector(); InputElement[] elements = new InputElement[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0, InputClassification.PerVertexData, 0), }; lightVolumeInputLayout = new InputLayout(Device, lightShader.GetTechniqueByIndex(0).GetPassByName("Light").Description.Signature, elements); pointLightVolumeVertices = Light.CreatePointLightVolume(out pointLightVolumeIndices); BufferDescription vertexBufferDesc = new BufferDescription() { SizeInBytes = Vector3.SizeInBytes * pointLightVolumeVertices.Length, Usage = ResourceUsage.Default, BindFlags = BindFlags.VertexBuffer, }; using (var data = new SharpDX.DataStream(vertexBufferDesc.SizeInBytes, false, true)) { data.WriteRange(pointLightVolumeVertices); data.Position = 0; pointLightVolumeVertexBuffer = new Buffer(Device, data, vertexBufferDesc); } pointLightVolumeVertexBufferBinding = new VertexBufferBinding(pointLightVolumeVertexBuffer, 12, 0); BufferDescription indexBufferDesc = new BufferDescription() { SizeInBytes = sizeof(uint) * pointLightVolumeIndices.Length, Usage = ResourceUsage.Default, BindFlags = BindFlags.IndexBuffer }; using (var data = new SharpDX.DataStream(indexBufferDesc.SizeInBytes, false, true)) { data.WriteRange(pointLightVolumeIndices); data.Position = 0; pointLightVolumeIndexBuffer = new Buffer(Device, data, indexBufferDesc); } lightDepthBufferVar = lightShader.GetVariableByName("depthBuffer").AsShaderResource(); lightNormalBufferVar = lightShader.GetVariableByName("normalBuffer").AsShaderResource(); lights.Add(new Light(pointLightPosition, 60, new Vector4(1, 0.95f, 0.9f, 1))); //lights.Add(new Light(pointLightPosition, 60, new Vector4(0, 0, 1, 1))); //lights.Add(new Light(new Vector3(-10, 10, 10), 30, new Vector4(1, 0, 0, 1))); //lights.Add(new Light(new Vector3(10, 5, -10), 20, new Vector4(0, 1, 0, 1))); //lights.Add(new Light(new Vector3(-10, 5, -10), 20, new Vector4(1, 0, 1, 1))); Info = new InfoText(_device, 256, 256); _meshFactory = new MeshFactory(this); CreateBuffers(); }
protected override void CreateDeviceDependentResources() { RemoveAndDispose(ref vertexShader); RemoveAndDispose(ref lightBuffer); RemoveAndDispose(ref RTV); RemoveAndDispose(ref SRV); RemoveAndDispose(ref rsCullBack); RemoveAndDispose(ref rsCullFront); RemoveAndDispose(ref rsWireframe); RemoveAndDispose(ref blendStateAdd); RemoveAndDispose(ref depthLessThan); RemoveAndDispose(ref depthGreaterThan); RemoveAndDispose(ref depthDisabled); RemoveAndDispose(ref perLightBuffer); RemoveAndDispose(ref psAmbientLight); RemoveAndDispose(ref psDirectionalLight); RemoveAndDispose(ref psPointLight); RemoveAndDispose(ref psSpotLight); RemoveAndDispose(ref psDebugLight); RemoveAndDispose(ref perLightBuffer); // Retrieve our SharpDX.Direct3D11.Device1 instance var device = this.DeviceManager.Direct3DDevice; int width, height; SampleDescription sampleDesc; // Retrieve DSV from GBuffer and extract width/height // then create a new read-only DSV using (var depthTexture = gbuffer.DSV.ResourceAs<Texture2D>()) { width = depthTexture.Description.Width; height = depthTexture.Description.Height; sampleDesc = depthTexture.Description.SampleDescription; // Initialize read-only DSV var dsvDesc = gbuffer.DSV.Description; dsvDesc.Flags = DepthStencilViewFlags.ReadOnlyDepth | DepthStencilViewFlags.ReadOnlyStencil; DSVReadonly = ToDispose(new DepthStencilView(device, depthTexture, dsvDesc)); } // Check if GBuffer is multi-sampled bool isMSAA = sampleDesc.Count > 1; // Initialize the light render target var texDesc = new Texture2DDescription(); texDesc.BindFlags = BindFlags.ShaderResource | BindFlags.RenderTarget; texDesc.ArraySize = 1; texDesc.CpuAccessFlags = CpuAccessFlags.None; texDesc.Usage = ResourceUsage.Default; texDesc.Width = width; texDesc.Height = height; texDesc.MipLevels = 1; // No mip levels texDesc.SampleDescription = sampleDesc; texDesc.Format = Format.R8G8B8A8_UNorm; lightBuffer = ToDispose(new Texture2D(device, texDesc)); // Render Target View description var rtvDesc = new RenderTargetViewDescription(); rtvDesc.Format = Format.R8G8B8A8_UNorm; rtvDesc.Dimension = isMSAA ? RenderTargetViewDimension.Texture2DMultisampled : RenderTargetViewDimension.Texture2D; rtvDesc.Texture2D.MipSlice = 0; RTV = ToDispose(new RenderTargetView(device, lightBuffer, rtvDesc)); // SRV description for render targets var srvDesc = new ShaderResourceViewDescription(); srvDesc.Format = Format.R8G8B8A8_UNorm; srvDesc.Dimension = isMSAA ? SharpDX.Direct3D.ShaderResourceViewDimension.Texture2DMultisampled : SharpDX.Direct3D.ShaderResourceViewDimension.Texture2D; srvDesc.Texture2D.MipLevels = -1; srvDesc.Texture2D.MostDetailedMip = 0; SRV = ToDispose(new ShaderResourceView(device, lightBuffer, srvDesc)); // Initialize additive blend state (assuming single render target) BlendStateDescription bsDesc = new BlendStateDescription(); bsDesc.RenderTarget[0].IsBlendEnabled = true; bsDesc.RenderTarget[0].AlphaBlendOperation = BlendOperation.Add; bsDesc.RenderTarget[0].SourceAlphaBlend = BlendOption.One; bsDesc.RenderTarget[0].DestinationAlphaBlend = BlendOption.One; bsDesc.RenderTarget[0].BlendOperation = BlendOperation.Add; bsDesc.RenderTarget[0].SourceBlend = BlendOption.One; bsDesc.RenderTarget[0].DestinationBlend = BlendOption.One; bsDesc.RenderTarget[0].RenderTargetWriteMask = ColorWriteMaskFlags.All; blendStateAdd = ToDispose(new BlendState(device, bsDesc)); // Initialize rasterizer states RasterizerStateDescription rsDesc = new RasterizerStateDescription(); rsDesc.FillMode = FillMode.Solid; rsDesc.CullMode = CullMode.Back; rsCullBack = ToDispose(new RasterizerState(device, rsDesc)); rsDesc.CullMode = CullMode.Front; rsCullFront = ToDispose(new RasterizerState(device, rsDesc)); rsDesc.CullMode = CullMode.Front; rsDesc.FillMode = FillMode.Wireframe; rsWireframe = ToDispose(new RasterizerState(device, rsDesc)); // Initialize depth state var dsDesc = new DepthStencilStateDescription(); dsDesc.IsStencilEnabled = false; dsDesc.IsDepthEnabled = true; // Less-than depth comparison dsDesc.DepthComparison = Comparison.Less; depthLessThan = ToDispose(new DepthStencilState(device, dsDesc)); // Greater-than depth comparison dsDesc.DepthComparison = Comparison.Greater; depthGreaterThan = ToDispose(new DepthStencilState(device, dsDesc)); // Depth/stencil testing disabled dsDesc.IsDepthEnabled = false; depthDisabled = ToDispose(new DepthStencilState(device, dsDesc)); // Buffer to light parameters perLightBuffer = ToDispose(new Buffer(device, Utilities.SizeOf<PerLight>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0)); if (isMSAA) { // Compile and create the vertex shader using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\LightsMS.hlsl", "VSLight", "vs_5_0")) vertexShader = ToDispose(new VertexShader(device, bytecode)); // Compile pixel shaders using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\LightsMS.hlsl", "PSAmbientLight", "ps_5_0")) psAmbientLight = ToDispose(new PixelShader(device, bytecode)); using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\LightsMS.hlsl", "PSDirectionalLight", "ps_5_0")) psDirectionalLight = ToDispose(new PixelShader(device, bytecode)); using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\LightsMS.hlsl", "PSPointLight", "ps_5_0")) psPointLight = ToDispose(new PixelShader(device, bytecode)); using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\LightsMS.hlsl", "PSSpotLight", "ps_5_0")) psSpotLight = ToDispose(new PixelShader(device, bytecode)); using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\LightsMS.hlsl", "PSDebugLight", "ps_5_0")) psDebugLight = ToDispose(new PixelShader(device, bytecode)); } else { // Compile and create the vertex shader using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\Lights.hlsl", "VSLight", "vs_5_0")) vertexShader = ToDispose(new VertexShader(device, bytecode)); // Compile pixel shaders using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\Lights.hlsl", "PSAmbientLight", "ps_5_0")) psAmbientLight = ToDispose(new PixelShader(device, bytecode)); using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\Lights.hlsl", "PSDirectionalLight", "ps_5_0")) psDirectionalLight = ToDispose(new PixelShader(device, bytecode)); using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\Lights.hlsl", "PSPointLight", "ps_5_0")) psPointLight = ToDispose(new PixelShader(device, bytecode)); using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\Lights.hlsl", "PSSpotLight", "ps_5_0")) psSpotLight = ToDispose(new PixelShader(device, bytecode)); using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\Lights.hlsl", "PSDebugLight", "ps_5_0")) psDebugLight = ToDispose(new PixelShader(device, bytecode)); } }
/// <summary> /// <p>Create a rasterizer state object that tells the rasterizer stage how to behave.</p> /// </summary> /// <param name="device">The <see cref="GraphicsDevice"/>.</param> /// <param name="description">A rasterizer state description</param> /// <remarks> /// <p>4096 unique rasterizer state objects can be created on a device at a time.</p><p>If an application attempts to create a rasterizer-state interface with the same state as an existing interface, the same interface will be returned and the total number of unique rasterizer state objects will stay the same.</p> /// </remarks> /// <msdn-id>ff476516</msdn-id> /// <unmanaged>HRESULT ID3D11Device::CreateRasterizerState([In] const D3D11_RASTERIZER_DESC* pRasterizerDesc,[Out, Fast] ID3D11RasterizerState** ppRasterizerState)</unmanaged> /// <unmanaged-short>ID3D11Device::CreateRasterizerState</unmanaged-short> public static RasterizerState New(GraphicsDevice device, RasterizerStateDescription description) { return new RasterizerState(device, description); }
internal static void Modify(RasterizerId id, RasterizerStateDescription desc) { RasterizerStates.Data[id.Index] = desc; InitRasterizerState(id); }
private void InitializeInternal(Device device) { Debug.Assert(device != null); var wfDesc = new RasterizerStateDescription { FillMode = FillMode.Wireframe, CullMode = CullMode.Back, IsFrontCounterClockwise = false, IsDepthClipEnabled = true }; _wireframeRs = new RasterizerState(device, wfDesc); var noCullDesc = new RasterizerStateDescription { FillMode = FillMode.Solid, CullMode = CullMode.None, IsFrontCounterClockwise = false, IsDepthClipEnabled = true }; _noCullRs = new RasterizerState(device, noCullDesc); var cullClockwiseDesc = new RasterizerStateDescription { FillMode = FillMode.Solid, CullMode = CullMode.Back, IsFrontCounterClockwise = true, IsDepthClipEnabled = true }; _cullClockwiseRs = new RasterizerState(device, cullClockwiseDesc); var atcDesc = new BlendStateDescription { AlphaToCoverageEnable = true, IndependentBlendEnable = false, }; atcDesc.RenderTarget[0].IsBlendEnabled = false; atcDesc.RenderTarget[0].RenderTargetWriteMask = ColorWriteMaskFlags.All; _alphaToCoverageBs = new BlendState(device, atcDesc); var transDesc = new BlendStateDescription { AlphaToCoverageEnable = false, IndependentBlendEnable = false }; transDesc.RenderTarget[0].IsBlendEnabled = true; transDesc.RenderTarget[0].SourceBlend = BlendOption.SourceAlpha; transDesc.RenderTarget[0].DestinationBlend = BlendOption.InverseSourceAlpha; transDesc.RenderTarget[0].BlendOperation = BlendOperation.Add; transDesc.RenderTarget[0].SourceAlphaBlend = BlendOption.One; transDesc.RenderTarget[0].DestinationAlphaBlend = BlendOption.Zero; transDesc.RenderTarget[0].AlphaBlendOperation = BlendOperation.Add; transDesc.RenderTarget[0].RenderTargetWriteMask = ColorWriteMaskFlags.All; _transparentBs = new BlendState(device, transDesc); var noRenderTargetWritesDesc = new BlendStateDescription { AlphaToCoverageEnable = false, IndependentBlendEnable = false }; noRenderTargetWritesDesc.RenderTarget[0].IsBlendEnabled = false; noRenderTargetWritesDesc.RenderTarget[0].SourceBlend = BlendOption.One; noRenderTargetWritesDesc.RenderTarget[0].DestinationBlend = BlendOption.Zero; noRenderTargetWritesDesc.RenderTarget[0].BlendOperation = BlendOperation.Add; noRenderTargetWritesDesc.RenderTarget[0].SourceAlphaBlend = BlendOption.One; noRenderTargetWritesDesc.RenderTarget[0].DestinationAlphaBlend = BlendOption.Zero; noRenderTargetWritesDesc.RenderTarget[0].AlphaBlendOperation = BlendOperation.Add; noRenderTargetWritesDesc.RenderTarget[0].RenderTargetWriteMask = 0; _noRenderTargetWritesBs = new BlendState(device, noRenderTargetWritesDesc); var mirrorDesc = new DepthStencilStateDescription { IsDepthEnabled = true, DepthWriteMask = DepthWriteMask.Zero, DepthComparison = Comparison.Less, IsStencilEnabled = true, StencilReadMask = 0xff, StencilWriteMask = 0xff, FrontFace = new DepthStencilOperationDescription { FailOperation = StencilOperation.Keep, DepthFailOperation = StencilOperation.Keep, PassOperation = StencilOperation.Replace, Comparison = Comparison.Always }, BackFace = new DepthStencilOperationDescription { FailOperation = StencilOperation.Keep, DepthFailOperation = StencilOperation.Keep, PassOperation = StencilOperation.Replace, Comparison = Comparison.Always } }; _markMirrorDss = new DepthStencilState(device, mirrorDesc); var drawReflectionDesc = new DepthStencilStateDescription { IsDepthEnabled = true, DepthWriteMask = DepthWriteMask.All, DepthComparison = Comparison.Less, IsStencilEnabled = true, StencilReadMask = 0xff, StencilWriteMask = 0xff, FrontFace = new DepthStencilOperationDescription { FailOperation = StencilOperation.Keep, DepthFailOperation = StencilOperation.Keep, PassOperation = StencilOperation.Keep, Comparison = Comparison.Equal }, BackFace = new DepthStencilOperationDescription { FailOperation = StencilOperation.Keep, DepthFailOperation = StencilOperation.Keep, PassOperation = StencilOperation.Keep, Comparison = Comparison.Equal } }; _drawReflectionDss = new DepthStencilState(device, drawReflectionDesc); var noDoubleBlendDesc = new DepthStencilStateDescription { IsDepthEnabled = true, DepthWriteMask = DepthWriteMask.All, DepthComparison = Comparison.Less, IsStencilEnabled = true, StencilReadMask = 0xff, StencilWriteMask = 0xff, FrontFace = new DepthStencilOperationDescription { FailOperation = StencilOperation.Keep, DepthFailOperation = StencilOperation.Keep, PassOperation = StencilOperation.Increment, Comparison = Comparison.Equal }, BackFace = new DepthStencilOperationDescription { FailOperation = StencilOperation.Keep, DepthFailOperation = StencilOperation.Keep, PassOperation = StencilOperation.Increment, Comparison = Comparison.Equal } }; _noDoubleBlendDss = new DepthStencilState(device, noDoubleBlendDesc); var lessEqualDesc = new DepthStencilStateDescription { IsDepthEnabled = true, DepthWriteMask = DepthWriteMask.All, DepthComparison = Comparison.LessEqual, IsStencilEnabled = false }; _lessEqualDss = new DepthStencilState(device, lessEqualDesc); var equalsDesc = new DepthStencilStateDescription() { IsDepthEnabled = true, DepthWriteMask = DepthWriteMask.Zero, DepthComparison = Comparison.LessEqual, }; _equalsDss = new DepthStencilState(device, equalsDesc); var noDepthDesc = new DepthStencilStateDescription() { IsDepthEnabled = false, DepthComparison = Comparison.Always, DepthWriteMask = DepthWriteMask.Zero }; _noDepthDss = new DepthStencilState(device, noDepthDesc); }
public Window(SwapChainPanel panel, Aiv.Fast2D.UWP.IGame game) { this.context = panel; this.game = game; using (D3D11.Device defaultDevice = new D3D11.Device(D3D.DriverType.Hardware, D3D11.DeviceCreationFlags.Debug)) { this.device = defaultDevice.QueryInterface <D3D11.Device2>(); } // Save the context instance this.deviceContext = this.device.ImmediateContext2; // Properties of the swap chain SwapChainDescription1 swapChainDescription = new SwapChainDescription1() { // No transparency. AlphaMode = AlphaMode.Ignore, // Double buffer. BufferCount = 2, // BGRA 32bit pixel format. Format = Format.R8G8B8A8_UNorm, // Unlike in CoreWindow swap chains, the dimensions must be set. Height = (int)(this.context.RenderSize.Height), Width = (int)(this.context.RenderSize.Width), // Default multisampling. SampleDescription = new SampleDescription(1, 0), // In case the control is resized, stretch the swap chain accordingly. Scaling = Scaling.Stretch, // No support for stereo display. Stereo = false, // Sequential displaying for double buffering. SwapEffect = SwapEffect.FlipSequential, // This swapchain is going to be used as the back buffer. Usage = Usage.BackBuffer | Usage.RenderTargetOutput, }; // Retrive the DXGI device associated to the Direct3D device. using (Device3 dxgiDevice3 = this.device.QueryInterface <Device3>()) { // Get the DXGI factory automatically created when initializing the Direct3D device. using (Factory3 dxgiFactory3 = dxgiDevice3.Adapter.GetParent <Factory5>()) { // Create the swap chain and get the highest version available. using (SwapChain1 swapChain1 = new SwapChain1(dxgiFactory3, this.device, ref swapChainDescription)) { this.swapChain = swapChain1.QueryInterface <SwapChain2>(); } } } // Obtain a reference to the native COM object of the SwapChainPanel. using (ISwapChainPanelNative nativeObject = ComObject.As <ISwapChainPanelNative>(this.context)) { // Set its swap chain. nativeObject.SwapChain = this.swapChain; } // Create a Texture2D from the existing swap chain to use as D3D11.Texture2D backBufferTexture = D3D11.Texture2D.FromSwapChain <D3D11.Texture2D>(this.swapChain, 0); this.renderTargetView = new D3D11.RenderTargetView(this.device, backBufferTexture); FinalizeSetup(); width = (int)this.context.RenderSize.Width; height = (int)this.context.RenderSize.Height; scaleX = 1; scaleY = 1; this.SetViewport(0, 0, width, height); // for now disable only backface culling D3D11.RasterizerStateDescription rasterizerDescription = D3D11.RasterizerStateDescription.Default(); rasterizerDescription.CullMode = D3D11.CullMode.None; this.deviceContext.Rasterizer.State = new SharpDX.Direct3D11.RasterizerState(this.device, rasterizerDescription); vsync = 1; CompositionTarget.Rendering += this.Update; this.game.GameSetup(this); watch = new Stopwatch(); }
internal static void Modify(RasterizerId id, RasterizerStateDescription desc) { RasterizerStates.Data[id.Index] = desc; RasterizerObjects[id.Index].Dispose(); RasterizerObjects[id.Index] = null; InitRasterizerState(id); }
/// <summary> /// SetupRasterizerState /// </summary> void SetupRasterizerState () { var rsd = new RasterizerStateDescription(); if ( RasterizerState.CullMode == CullMode.CullNone ) { rsd.CullMode = D3DCullMode.None; rsd.IsFrontCounterClockwise = false; } else if ( RasterizerState.CullMode == CullMode.CullCW ) { rsd.CullMode = D3DCullMode.Front; rsd.IsFrontCounterClockwise = false; } else if ( RasterizerState.CullMode == CullMode.CullCCW ) { rsd.CullMode = D3DCullMode.Front; rsd.IsFrontCounterClockwise = true; } rsd.FillMode = Converter.Convert( RasterizerState.FillMode ); rsd.DepthBias = RasterizerState.DepthBias; rsd.DepthBiasClamp = 0; rsd.IsMultisampleEnabled = RasterizerState.MsaaEnabled; rsd.IsScissorEnabled = RasterizerState.ScissorEnabled; rsd.SlopeScaledDepthBias = RasterizerState.SlopeDepthBias; rsd.IsDepthClipEnabled = RasterizerState.DepthClipEnabled; rasterState = new D3DRasterizerState( device.Device, rsd ); }
private static RasterizerStateDescription GetRasterizer(CullMode cullMode) { var rasterizerDescription = new RasterizerStateDescription { CullMode = cullMode, FillMode = FillMode.Solid, IsFrontCounterClockwise = false, DepthBias = 0, DepthBiasClamp = 0.0f, SlopeScaledDepthBias = 0.0f, IsDepthClipEnabled = true, IsScissorEnabled = false, IsMultisampleEnabled = true, IsAntialiasedLineEnabled = false }; return rasterizerDescription; }
/// <summary> /// Initializes a new instance of the <see cref="RasterizerState" /> class. /// </summary> /// <param name="device">The <see cref="GraphicsDevice"/>.</param> /// <param name="description">The description.</param> private RasterizerState(GraphicsDevice device, RasterizerStateDescription description) : base(device.MainDevice) { Description = description; Initialize(new Direct3D11.RasterizerState(GraphicsDevice, Description)); }
public override void Run() { #region Create renderers // Note: the renderers take care of creating their own // device resources and listen for DeviceManager.OnInitialize // Create a axis-grid renderer var axisGrid = ToDispose(new AxisGridRenderer()); axisGrid.Initialize(this); // Create and initialize the mesh renderer var loadedMesh = Common.Mesh.LoadFromFile("Character.cmo"); List<MeshRenderer> meshes = new List<MeshRenderer>(); meshes.AddRange((from mesh in loadedMesh select ToDispose(new MeshRenderer(mesh)))); foreach (var m in meshes) { m.Initialize(this); m.World = Matrix.Identity; } // Create and initialize a Direct2D FPS text renderer var fps = ToDispose(new Common.FpsRenderer("Calibri", Color.CornflowerBlue, new Point(8, 8), 16)); fps.Initialize(this); // Create and initialize a general purpose Direct2D text renderer // This will display some instructions and the current view and rotation offsets var textRenderer = ToDispose(new Common.TextRenderer("Calibri", Color.CornflowerBlue, new Point(8, 40), 12)); textRenderer.Initialize(this); #endregion // Initialize the world matrix var worldMatrix = Matrix.Identity; // Set the camera position var cameraPosition = new Vector3(1, 1, 2); var cameraTarget = Vector3.Zero; // Looking at the origin 0,0,0 var cameraUp = Vector3.UnitY; // Y+ is Up // Prepare matrices // Create the view matrix from our camera position, look target and up direction var viewMatrix = Matrix.LookAtRH(cameraPosition, cameraTarget, cameraUp); viewMatrix.TranslationVector += new Vector3(0, -0.98f, 0); // Create the projection matrix /* FoV 60degrees = Pi/3 radians */ // Aspect ratio (based on window size), Near clip, Far clip var projectionMatrix = Matrix.PerspectiveFovRH((float)Math.PI / 3f, Width / (float)Height, 0.5f, 100f); // Maintain the correct aspect ratio on resize Window.Resize += (s, e) => { projectionMatrix = Matrix.PerspectiveFovRH((float)Math.PI / 3f, Width / (float)Height, 0.5f, 100f); }; #region Rotation and window event handlers // Create a rotation vector to keep track of the rotation // around each of the axes var rotation = new Vector3(0.0f, 0.0f, 0.0f); // We will call this action to update text // for the text renderer Action updateText = () => { textRenderer.Text = String.Format("Rotation ({0}) (Up/Down Left/Right Wheel+-)\nView ({1}) (A/D, W/S, Shift+Wheel+-)" + "\nPress X to reinitialize the device and resources (device ptr: {2})" + "\nPress Z to show/hide depth buffer - Press F to toggle wireframe" + "\nPress 1,2,3,4 to switch shaders", rotation, viewMatrix.TranslationVector, DeviceManager.Direct3DDevice.NativePointer); }; Dictionary<Keys, bool> keyToggles = new Dictionary<Keys, bool>(); keyToggles[Keys.Z] = false; keyToggles[Keys.F] = false; // Support keyboard/mouse input to rotate or move camera view var moveFactor = 0.02f; // how much to change on each keypress var shiftKey = false; var ctrlKey = false; var background = Color.White; Window.KeyDown += (s, e) => { var context = DeviceManager.Direct3DContext; shiftKey = e.Shift; ctrlKey = e.Control; switch (e.KeyCode) { // WASD -> pans view case Keys.A: viewMatrix.TranslationVector += new Vector3(moveFactor * 2, 0f, 0f); break; case Keys.D: viewMatrix.TranslationVector -= new Vector3(moveFactor * 2, 0f, 0f); break; case Keys.S: if (shiftKey) viewMatrix.TranslationVector += new Vector3(0f, moveFactor * 2, 0f); else viewMatrix.TranslationVector -= new Vector3(0f, 0f, 1) * moveFactor * 2; break; case Keys.W: if (shiftKey) viewMatrix.TranslationVector -= new Vector3(0f, moveFactor * 2, 0f); else viewMatrix.TranslationVector += new Vector3(0f, 0f, 1) * moveFactor * 2; break; // Up/Down and Left/Right - rotates around X / Y respectively // (Mouse wheel rotates around Z) case Keys.Down: worldMatrix *= Matrix.RotationX(moveFactor); rotation += new Vector3(moveFactor, 0f, 0f); break; case Keys.Up: worldMatrix *= Matrix.RotationX(-moveFactor); rotation -= new Vector3(moveFactor, 0f, 0f); break; case Keys.Left: worldMatrix *= Matrix.RotationY(moveFactor); rotation += new Vector3(0f, moveFactor, 0f); break; case Keys.Right: worldMatrix *= Matrix.RotationY(-moveFactor); rotation -= new Vector3(0f, moveFactor, 0f); break; case Keys.T: fps.Show = !fps.Show; textRenderer.Show = !textRenderer.Show; break; case Keys.B: if (background == Color.White) { background = new Color(30, 30, 34); } else { background = Color.White; } break; case Keys.G: axisGrid.Show = !axisGrid.Show; break; case Keys.X: // To test for correct resource recreation // Simulate device reset or lost. System.Diagnostics.Debug.WriteLine(SharpDX.Diagnostics.ObjectTracker.ReportActiveObjects()); DeviceManager.Initialize(DeviceManager.Dpi); System.Diagnostics.Debug.WriteLine(SharpDX.Diagnostics.ObjectTracker.ReportActiveObjects()); break; case Keys.Z: keyToggles[Keys.Z] = !keyToggles[Keys.Z]; if (keyToggles[Keys.Z]) { context.PixelShader.Set(depthPixelShader); } else { context.PixelShader.Set(pixelShader); } break; case Keys.F: keyToggles[Keys.F] = !keyToggles[Keys.F]; RasterizerStateDescription rasterDesc; if (context.Rasterizer.State != null) rasterDesc = context.Rasterizer.State.Description; else rasterDesc = new RasterizerStateDescription() { CullMode = CullMode.Back, FillMode = FillMode.Solid }; if (keyToggles[Keys.F]) { rasterDesc.FillMode = FillMode.Wireframe; context.Rasterizer.State = ToDispose(new RasterizerState(context.Device, rasterDesc)); } else { rasterDesc.FillMode = FillMode.Solid; context.Rasterizer.State = ToDispose(new RasterizerState(context.Device, rasterDesc)); } break; case Keys.D1: context.PixelShader.Set(pixelShader); break; case Keys.D2: context.PixelShader.Set(lambertShader); break; case Keys.D3: context.PixelShader.Set(phongShader); break; case Keys.D4: context.PixelShader.Set(blinnPhongShader); break; } updateText(); }; Window.KeyUp += (s, e) => { // Clear the shift/ctrl keys so they aren't sticky if (e.KeyCode == Keys.ShiftKey) shiftKey = false; if (e.KeyCode == Keys.ControlKey) ctrlKey = false; }; Window.MouseWheel += (s, e) => { if (shiftKey) { // Zoom in/out viewMatrix.TranslationVector += new Vector3(0f, 0f, (e.Delta / 120f) * moveFactor * 2); } else { // rotate around Z-axis viewMatrix *= Matrix.RotationZ((e.Delta / 120f) * moveFactor); rotation += new Vector3(0f, 0f, (e.Delta / 120f) * moveFactor); } updateText(); }; var lastX = 0; var lastY = 0; Window.MouseDown += (s, e) => { if (e.Button == MouseButtons.Left) { lastX = e.X; lastY = e.Y; } }; Window.MouseMove += (s, e) => { if (e.Button == MouseButtons.Left) { var yRotate = lastX - e.X; var xRotate = lastY - e.Y; lastY = e.Y; lastX = e.X; // Mouse move changes viewMatrix *= Matrix.RotationX(-xRotate * moveFactor); viewMatrix *= Matrix.RotationY(-yRotate * moveFactor); updateText(); } }; // Display instructions with initial values updateText(); #endregion var clock = new System.Diagnostics.Stopwatch(); clock.Start(); #region Render loop // Create and run the render loop RenderLoop.Run(Window, () => { // Start of frame: // Retrieve immediate context var context = DeviceManager.Direct3DContext; // Clear depth stencil view context.ClearDepthStencilView(DepthStencilView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1.0f, 0); // Clear render target view context.ClearRenderTargetView(RenderTargetView, background); // Create viewProjection matrix var viewProjection = Matrix.Multiply(viewMatrix, projectionMatrix); // Extract camera position from view var camPosition = Matrix.Transpose(Matrix.Invert(viewMatrix)).Column4; cameraPosition = new Vector3(camPosition.X, camPosition.Y, camPosition.Z); // If Keys.CtrlKey is down, auto rotate viewProjection based on time var time = clock.ElapsedMilliseconds / 1000.0f; if (ctrlKey) { viewProjection = Matrix.RotationY(time * 1.8f) * Matrix.RotationX(time * 1f) * Matrix.RotationZ(time * 0.6f) * viewProjection; } var worldRotation = Matrix.RotationAxis(Vector3.UnitY, time); var perFrame = new ConstantBuffers.PerFrame(); perFrame.Light.Color = new Color(0.8f, 0.8f, 0.8f, 1.0f); var lightDir = Vector3.Transform(new Vector3(1f, -1f, -1f), worldMatrix); perFrame.Light.Direction = new Vector3(lightDir.X, lightDir.Y, lightDir.Z);// new Vector3(Vector3.Transform(new Vector3(1f, -1f, 1f), worldMatrix * worldRotation).ToArray().Take(3).ToArray()); perFrame.CameraPosition = cameraPosition; context.UpdateSubresource(ref perFrame, perFrameBuffer); // Render each object var perMaterial = new ConstantBuffers.PerMaterial(); perMaterial.Ambient = new Color4(0.2f); perMaterial.Diffuse = Color.White; perMaterial.Emissive = new Color4(0); perMaterial.Specular = Color.White; perMaterial.SpecularPower = 20f; perMaterial.HasTexture = 0; perMaterial.UVTransform = Matrix.Identity; context.UpdateSubresource(ref perMaterial, perMaterialBuffer); var perObject = new ConstantBuffers.PerObject(); foreach (var m in meshes) { // MESH perObject.World = m.World * worldMatrix; perObject.WorldInverseTranspose = Matrix.Transpose(Matrix.Invert(perObject.World)); perObject.WorldViewProjection = perObject.World * viewProjection; perObject.Transpose(); context.UpdateSubresource(ref perObject, perObjectBuffer); // Provide the material constant buffer to the mesh renderer m.PerMaterialBuffer = perMaterialBuffer; m.PerArmatureBuffer = perArmatureBuffer; m.Render(); } // AXIS GRID using (var prevPixelShader = context.PixelShader.Get()) { perMaterial.HasTexture = 0; perMaterial.UVTransform = Matrix.Identity; context.UpdateSubresource(ref perMaterial, perMaterialBuffer); context.PixelShader.Set(pixelShader); perObject.World = worldMatrix; perObject.WorldInverseTranspose = Matrix.Transpose(Matrix.Invert(perObject.World)); perObject.WorldViewProjection = perObject.World * viewProjection; perObject.Transpose(); context.UpdateSubresource(ref perObject, perObjectBuffer); axisGrid.Render(); context.PixelShader.Set(prevPixelShader); } // Render FPS fps.Render(); // Render instructions + position changes textRenderer.Render(); // Present the frame Present(); }); #endregion }
/// <summary> /// Initializes a new instance of the <see cref="RasterizerState" /> class. /// </summary> /// <param name="device">The <see cref="GraphicsDevice"/>.</param> /// <param name="nativeState">State of the native.</param> private RasterizerState(GraphicsDevice device, Direct3D11.RasterizerState nativeState) : base(device.MainDevice) { Description = nativeState.Description; Initialize(nativeState); }
private void InitializeDeviceResources(DXGI.SwapChain swapChain) { backbufferTexture = swapChain.GetBackBuffer <D3D11.Texture2D>(0); backbufferRTV = new D3D11.RenderTargetView(device, backbufferTexture); width = backbufferTexture.Description.Width; height = backbufferTexture.Description.Height; D3D11.Texture2DDescription sceneTextureDesc = new D3D11.Texture2DDescription { CpuAccessFlags = D3D11.CpuAccessFlags.None, BindFlags = D3D11.BindFlags.RenderTarget | D3D11.BindFlags.ShaderResource, Format = DXGI.Format.R8G8B8A8_UNorm, Width = width, Height = height, OptionFlags = D3D11.ResourceOptionFlags.None, MipLevels = 1, ArraySize = 1, SampleDescription = { Count = 1, Quality = 0 }, Usage = D3D11.ResourceUsage.Default }; sceneTexture = new D3D11.Texture2D(device, sceneTextureDesc); sceneRTV = new D3D11.RenderTargetView(device, sceneTexture); sceneSRV = new D3D11.ShaderResourceView(device, sceneTexture); var depthBufferDesc = new D3D11.Texture2DDescription() { Width = width, Height = height, MipLevels = 1, ArraySize = 1, Format = DXGI.Format.R32_Typeless, SampleDescription = { Count = 1, Quality = 0 }, Usage = D3D11.ResourceUsage.Default, BindFlags = D3D11.BindFlags.DepthStencil | D3D11.BindFlags.ShaderResource, CpuAccessFlags = D3D11.CpuAccessFlags.None, OptionFlags = D3D11.ResourceOptionFlags.None }; using (var depthStencilBufferTexture = new D3D11.Texture2D(device, depthBufferDesc)) { var depthStencilViewDesc = new D3D11.DepthStencilViewDescription() { Format = DXGI.Format.D32_Float, Dimension = D3D11.DepthStencilViewDimension.Texture2D, Texture2D = { MipSlice = 0 } }; depthDSV = new D3D11.DepthStencilView(device, depthStencilBufferTexture, depthStencilViewDesc); var shaderResourceViewDesc = new D3D11.ShaderResourceViewDescription() { Format = DXGI.Format.R32_Float, Dimension = SharpDX.Direct3D.ShaderResourceViewDimension.Texture2D, Texture2D = { MipLevels = 1, MostDetailedMip = 0 } }; depthSRV = new D3D11.ShaderResourceView(device, depthStencilBufferTexture, shaderResourceViewDesc); } var depthStencilDesc = new D3D11.DepthStencilStateDescription() { IsDepthEnabled = true, DepthWriteMask = D3D11.DepthWriteMask.All, DepthComparison = D3D11.Comparison.Less, IsStencilEnabled = false, StencilReadMask = 0xFF, StencilWriteMask = 0xFF, FrontFace = new D3D11.DepthStencilOperationDescription() { FailOperation = D3D11.StencilOperation.Keep, DepthFailOperation = D3D11.StencilOperation.Keep, PassOperation = D3D11.StencilOperation.Keep, Comparison = D3D11.Comparison.Always }, BackFace = new D3D11.DepthStencilOperationDescription() { FailOperation = D3D11.StencilOperation.Keep, DepthFailOperation = D3D11.StencilOperation.Keep, PassOperation = D3D11.StencilOperation.Keep, Comparison = D3D11.Comparison.Always } }; depthStencilState = new D3D11.DepthStencilState(device, depthStencilDesc); var rasterDesc = new D3D11.RasterizerStateDescription() { IsAntialiasedLineEnabled = false, CullMode = D3D11.CullMode.Back, DepthBias = 0, DepthBiasClamp = 0.0f, IsDepthClipEnabled = true, FillMode = D3D11.FillMode.Solid, IsFrontCounterClockwise = false, IsMultisampleEnabled = false, IsScissorEnabled = false, SlopeScaledDepthBias = 0.0f }; rasterizerState = new D3D11.RasterizerState(device, rasterDesc); }
/// <summary> /// Creates Direct3D11 Device, RenderTargetView, DepthStencilView, Viewport /// </summary> /// <param name="deviceDescription">The device description.</param> /// <exception cref="System.Exception"></exception> /// <exception cref="System.ComponentModel.InvalidEnumArgumentException">deviceDescription.MultiSampleCount</exception> private void Initialize(DeviceDescription deviceDescription) { FeatureLevel[] levels = new FeatureLevel[] { FeatureLevel.Level_10_0, FeatureLevel.Level_10_1, FeatureLevel.Level_11_0, FeatureLevel.Level_11_1, }; d3dDevice = new D3D11.Device(DriverType.Hardware, D3D11.DeviceCreationFlags.Debug, levels); DXGI.ModeDescription backBufferDesc = new DXGI.ModeDescription() { Width = width, Height = height, Format = BackBufferFormat, RefreshRate = new DXGI.Rational(60, 1), Scaling = DXGI.DisplayModeScaling.Unspecified, ScanlineOrdering = DXGI.DisplayModeScanlineOrder.Progressive, }; DXGI.SwapChainDescription swapChainDesc = new DXGI.SwapChainDescription() { BufferCount = 1, Flags = DXGI.SwapChainFlags.None, IsWindowed = !deviceDescription.Fullcreen, ModeDescription = backBufferDesc, OutputHandle = renderControl.Handle, SwapEffect = deviceDescription.SwapEffect, Usage = DXGI.Usage.RenderTargetOutput, }; switch (deviceDescription.MultiSampleCount) { case MultiSampleType.MSAA1: swapChainDesc.SampleDescription = new DXGI.SampleDescription(1, deviceDescription.MultiSampleQuality); break; case MultiSampleType.MSAA2: swapChainDesc.SampleDescription = new DXGI.SampleDescription(2, deviceDescription.MultiSampleQuality); break; case MultiSampleType.MSAA4: swapChainDesc.SampleDescription = new DXGI.SampleDescription(4, deviceDescription.MultiSampleQuality); break; case MultiSampleType.MSAA8: swapChainDesc.SampleDescription = new DXGI.SampleDescription(8, deviceDescription.MultiSampleQuality); break; case MultiSampleType.MSAA16: swapChainDesc.SampleDescription = new DXGI.SampleDescription(16, deviceDescription.MultiSampleQuality); break; case MultiSampleType.Unknown: var samples = SharpDXDevice.CheckMultiSample(); if (samples == null) { throw new Exception(MethodBase.GetCurrentMethod().Name + " Because the MultiSampleCount parameter is [Unknown], the device could not determine the parameter automatically"); } swapChainDesc.SampleDescription = samples.Last(); break; default: throw new System.ComponentModel.InvalidEnumArgumentException("deviceDescription.MultiSampleCount", (int)deviceDescription.MultiSampleCount, typeof(MultiSampleType)); } DXGI.Device device = d3dDevice.QueryInterface <DXGI.Device>(); DXGI.Adapter adapter = device.GetParent <DXGI.Adapter>(); DXGI.Factory factory = adapter.GetParent <DXGI.Factory>(); swapChain = new DXGI.SwapChain(factory, d3dDevice, swapChainDesc); d3dContext = d3dDevice.ImmediateContext; D3D11.RasterizerStateDescription rasterDesc = new D3D11.RasterizerStateDescription() { CullMode = D3D11.CullMode.Back, FillMode = D3D11.FillMode.Solid, IsAntialiasedLineEnabled = true, IsMultisampleEnabled = true, IsDepthClipEnabled = true, }; viewport = new Viewport(0, 0, width, height); this.SetRasterizerState(rasterDesc); d3dRenderTarget = CreateRenderTarget(); d3dDepthStencil = CreateDepthStencil(); }
public Framework(string title, int width, int height, bool depth, bool stencil, bool _VSync) { // Create the display to display on Window = new Form() { StartPosition = FormStartPosition.CenterScreen, ClientSize = new Size(width, height), Text = title, TopMost = true, }; Window.StartPosition = FormStartPosition.Manual; Window.Location = new Point(1100, 80); Window.FormBorderStyle = FormBorderStyle.Fixed3D; Window.WindowState =FormWindowState.Normal; Window.CreateControl(); VerticalSyncEnabled = _VSync; CreateDevice(); // Create a description of the display mode var modeDescription = new ModeDescription() { Format = Format.R8G8B8A8_UNorm, RefreshRate = new Rational(60, 1), Scaling = DisplayModeScaling.Unspecified, ScanlineOrdering = DisplayModeScanlineOrder.Unspecified, Width = width, Height = height, }; // Create a description of the sampling for multisampling or antialiasing var sampleDescription = new SampleDescription() { Count = 1, Quality = 0, }; // Create a description of the swap chain or front and back buffers var swapDescription = new SwapChainDescription() { ModeDescription = modeDescription, SampleDescription = sampleDescription, BufferCount = 1, Flags = SwapChainFlags.None, IsWindowed = true, OutputHandle = Window.Handle, SwapEffect = SwapEffect.Discard, Usage = Usage.RenderTargetOutput, }; // Create the DirectX 11 Device SharpDX.Direct3D11.Device.CreateWithSwapChain(SharpDX.Direct3D.DriverType.Hardware, DeviceCreationFlags.BgraSupport|DeviceCreationFlags.Debug, swapDescription, out Device, out swapChain); DContext = Device.ImmediateContext; // Create the factory which manages general graphics resources // Ignore all windows events Factory = swapChain.GetParent<Factory>(); Factory.MakeWindowAssociation(Window.Handle, WindowAssociationFlags.IgnoreAll); Factory.Dispose(); // New RenderTargetView from the backbuffer var backBuffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0); RenderTargetView = new RenderTargetView(Device, backBuffer); RenderTargetView.DebugName = "std"; // Release pointer to the back buffer as we no longer need it. backBuffer.Dispose(); frame_width=Window.ClientSize.Width; frame_height=Window.ClientSize.Height; #region Zdepth if (depth || stencil) { _depth=true; var textureDescription = new Texture2DDescription() { Width = frame_width, Height = frame_height, MipLevels = 1, ArraySize = 1, Format = (stencil) ? Format.D32_Float : Format.D24_UNorm_S8_UInt, SampleDescription = sampleDescription, Usage = ResourceUsage.Default, BindFlags = BindFlags.DepthStencil, CpuAccessFlags = CpuAccessFlags.None, OptionFlags = ResourceOptionFlags.None, }; var texture = new Texture2D(Device, textureDescription); var depthStencilViewDescription = new DepthStencilViewDescription() { Format = textureDescription.Format, Dimension = DepthStencilViewDimension.Texture2DMultisampled }; DepthStencilView = new DepthStencilView(Device, texture, depthStencilViewDescription); DContext.OutputMerger.SetTargets(DepthStencilView, RenderTargetView); } else { DContext.OutputMerger.SetTargets(RenderTargetView); } if (depth && !stencil) depthStencilClear = DepthStencilClearFlags.Depth; else if (stencil && !depth) depthStencilClear = DepthStencilClearFlags.Stencil; else if (stencil && depth) depthStencilClear = DepthStencilClearFlags.Stencil | DepthStencilClearFlags.Depth; #endregion #region Rasterizer RasterizerStateDescription RAS = new RasterizerStateDescription(); RAS.IsMultisampleEnabled = true; //important for AA RAS.CullMode = CullMode.Back; RAS.DepthBias = 0; RAS.DepthBiasClamp = 0.0f; RAS.FillMode = FillMode.Solid; RAS.IsDepthClipEnabled = false; RAS.IsFrontCounterClockwise = true; DContext.Rasterizer.State = new RasterizerState(Device, RAS); #endregion // Setup the camera viewport var viewport = new Viewport() { TopLeftX = 0, TopLeftY = 0, Width = width, Height = height, MinDepth = 0.0f, MaxDepth = 1.0f, }; DContext.Rasterizer.SetViewports(viewport); Stopwatch = new Stopwatch(); }
public override void Initialize() { Form.SizeChanged += (o, args) => { if (_swapChain == null) return; renderView.Dispose(); depthView.Dispose(); DisposeBuffers(); if (Form.WindowState == FormWindowState.Minimized) return; _width = Form.ClientSize.Width; _height = Form.ClientSize.Height; _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 11 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, }; _immediateContext.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); info = new InfoText(_device); _meshFactory = new MeshFactory(this); MeshFactory = _meshFactory; CreateBuffers(); LibraryManager.LibraryStarted(); }
/// <summary> /// <p>Create a rasterizer state object that tells the rasterizer stage how to behave.</p> /// </summary> /// <param name = "device">The device with which to associate the state object.</param> /// <param name="description">A rasterizer state description</param> /// <remarks> /// <p>4096 unique rasterizer state objects can be created on a device at a time.</p><p>If an application attempts to create a rasterizer-state interface with the same state as an existing interface, the same interface will be returned and the total number of unique rasterizer state objects will stay the same.</p> /// </remarks> /// <msdn-id>ff476516</msdn-id> /// <unmanaged>HRESULT ID3D11Device::CreateRasterizerState([In] const D3D11_RASTERIZER_DESC* pRasterizerDesc,[Out, Fast] ID3D11RasterizerState** ppRasterizerState)</unmanaged> /// <unmanaged-short>ID3D11Device::CreateRasterizerState</unmanaged-short> public RasterizerState(Device device, RasterizerStateDescription description) : base(IntPtr.Zero) { device.CreateRasterizerState(ref description, this); }
public DepthAndColorShader(Device device) { shaderByteCode = new ShaderBytecode(File.ReadAllBytes("Content/DepthAndColorFloatVS.cso")); depthAndColorVS = new VertexShader(device, shaderByteCode); depthAndColorGS = new GeometryShader(device, new ShaderBytecode(File.ReadAllBytes("Content/DepthAndColorGS.cso"))); depthAndColorPS = new PixelShader(device, new ShaderBytecode(File.ReadAllBytes("Content/DepthAndColorPS.cso"))); // depth stencil state var depthStencilStateDesc = new DepthStencilStateDescription() { IsDepthEnabled = true, DepthWriteMask = DepthWriteMask.All, DepthComparison = Comparison.LessEqual, IsStencilEnabled = false, }; depthStencilState = new DepthStencilState(device, depthStencilStateDesc); // rasterizer state var rasterizerStateDesc = new RasterizerStateDescription() { CullMode = CullMode.None, FillMode = FillMode.Solid, IsDepthClipEnabled = true, IsFrontCounterClockwise = true, IsMultisampleEnabled = true, }; rasterizerState = new RasterizerState(device, rasterizerStateDesc); // color sampler state var colorSamplerStateDesc = new SamplerStateDescription() { Filter = Filter.MinMagMipLinear, AddressU = TextureAddressMode.Border, AddressV = TextureAddressMode.Border, AddressW = TextureAddressMode.Border, //BorderColor = new SharpDX.Color4(0.5f, 0.5f, 0.5f, 1.0f), BorderColor = new SharpDX.Color4(0, 0, 0, 1.0f), }; colorSamplerState = new SamplerState(device, colorSamplerStateDesc); //// Kinect depth image //var depthImageTextureDesc = new Texture2DDescription() //{ // Width = depthImageWidth, // Height = depthImageHeight, // MipLevels = 1, // ArraySize = 1, // Format = SharpDX.DXGI.Format.R16_UInt, // R32_Float // SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0), // Usage = ResourceUsage.Dynamic, // BindFlags = BindFlags.ShaderResource, // CpuAccessFlags = CpuAccessFlags.Write, //}; //depthImageTexture = new Texture2D(device, depthImageTextureDesc); //depthImageTextureRV = new ShaderResourceView(device, depthImageTexture); // filtered depth image var filteredDepthImageTextureDesc = new Texture2DDescription() { Width = Kinect2Calibration.depthImageWidth * 3, Height = Kinect2Calibration.depthImageHeight * 3, MipLevels = 1, ArraySize = 1, Format = SharpDX.DXGI.Format.R32G32_Float, SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0), Usage = ResourceUsage.Default, BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource, CpuAccessFlags = CpuAccessFlags.None, }; filteredDepthImageTexture = new Texture2D(device, filteredDepthImageTextureDesc); filteredRenderTargetView = new RenderTargetView(device, filteredDepthImageTexture); filteredDepthImageSRV = new ShaderResourceView(device, filteredDepthImageTexture); filteredDepthImageTexture2 = new Texture2D(device, filteredDepthImageTextureDesc); filteredRenderTargetView2 = new RenderTargetView(device, filteredDepthImageTexture2); filteredDepthImageSRV2 = new ShaderResourceView(device, filteredDepthImageTexture2); //// Kinect color image //var colorImageStagingTextureDesc = new Texture2DDescription() //{ // Width = colorImageWidth, // Height = colorImageHeight, // MipLevels = 1, // ArraySize = 1, // Format = SharpDX.DXGI.Format.B8G8R8A8_UNorm, // //Format = SharpDX.DXGI.Format.YUY2 // SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0), // Usage = ResourceUsage.Dynamic, // BindFlags = BindFlags.ShaderResource, // CpuAccessFlags = CpuAccessFlags.Write //}; //colorImageStagingTexture = new Texture2D(device, colorImageStagingTextureDesc); //var colorImageTextureDesc = new Texture2DDescription() //{ // Width = colorImageWidth, // Height = colorImageHeight, // MipLevels = 0, // ArraySize = 1, // Format = SharpDX.DXGI.Format.B8G8R8A8_UNorm, // SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0), // Usage = ResourceUsage.Default, // BindFlags = BindFlags.ShaderResource | BindFlags.RenderTarget, // CpuAccessFlags = CpuAccessFlags.None, // OptionFlags = ResourceOptionFlags.GenerateMipMaps //}; //colorImageTexture = new Texture2D(device, colorImageTextureDesc); //colorImageTextureRV = new ShaderResourceView(device, colorImageTexture); // constant buffer var constantBufferDesc = new BufferDescription() { Usage = ResourceUsage.Dynamic, BindFlags = BindFlags.ConstantBuffer, SizeInBytes = ConstantBuffer.size, CpuAccessFlags = CpuAccessFlags.Write, StructureByteStride = 0, OptionFlags = 0, }; constantBuffer = new SharpDX.Direct3D11.Buffer(device, constantBufferDesc); bilateralFilter = new BilateralFilter(device, Kinect2Calibration.depthImageWidth, Kinect2Calibration.depthImageHeight); vertexInputLayout = new InputLayout(device, shaderByteCode.Data, new[] { new InputElement("SV_POSITION", 0, Format.R32G32B32A32_Float, 0, 0), }); }
public override void Run() { #region Create renderers // Note: the renderers take care of creating their own // device resources and listen for DeviceManager.OnInitialize // Create a axis-grid renderer var axisGrid = ToDispose(new AxisGridRenderer()); axisGrid.Initialize(this); //// Create and initialize the mesh renderer //var loadedMesh = Common.Mesh.LoadFromFile("frog.cmo"); var loadedMesh = Common.Mesh.LoadFromFile("Character.cmo"); loadedMesh.AddRange(Common.Mesh.LoadFromFile("frog.cmo")); List<TessellatedMeshRenderer> meshes = new List<TessellatedMeshRenderer>(); meshes.AddRange((from mesh in loadedMesh select ToDispose(new TessellatedMeshRenderer(mesh)))); foreach (var m in meshes) { m.Initialize(this); m.World = Matrix.Identity; } // Set the first animation as the current animation and start clock foreach (var m in meshes) { if (m.Mesh.Animations != null && m.Mesh.Animations.Any()) m.CurrentAnimation = m.Mesh.Animations.First().Value; m.Clock.Start(); } var triangle = new TriangleRenderer(); triangle.Initialize(this); // Create and initialize a Direct2D FPS text renderer var fps = ToDispose(new Common.FpsRenderer("Calibri", Color.CornflowerBlue, new Point(8, 8), 16)); fps.Initialize(this); // Create and initialize a general purpose Direct2D text renderer // This will display some instructions and the current view and rotation offsets var textRenderer = ToDispose(new Common.TextRenderer("Calibri", Color.CornflowerBlue, new Point(8, 40), 12)); textRenderer.Initialize(this); #endregion // Initialize the world matrix var worldMatrix = Matrix.Identity; // Set the camera position var cameraPosition = new Vector3(0, 0, 2); var cameraTarget = Vector3.Zero; // Looking at the origin 0,0,0 var cameraUp = Vector3.UnitY; // Y+ is Up // Prepare matrices // Create the view matrix from our camera position, look target and up direction var viewMatrix = Matrix.LookAtRH(cameraPosition, cameraTarget, cameraUp); viewMatrix.TranslationVector += new Vector3(0, -0.98f, 0); // Create the projection matrix /* FoV 60degrees = Pi/3 radians */ // Aspect ratio (based on window size), Near clip, Far clip var projectionMatrix = Matrix.PerspectiveFovRH((float)Math.PI / 3f, Width / (float)Height, 0.1f, 100f); // Maintain the correct aspect ratio on resize Window.Resize += (s, e) => { projectionMatrix = Matrix.PerspectiveFovRH((float)Math.PI / 3f, Width / (float)Height, 0.1f, 100f); }; #region Rotation and window event handlers // Create a rotation vector to keep track of the rotation // around each of the axes var rotation = new Vector3(0.0f, 0.0f, 0.0f); var tessellationFactor = 1f; var tessellationPartition = "Integer"; var tessellationMethod = "Phong"; // We will call this action to update text // for the text renderer Action updateText = () => { textRenderer.Text = String.Format("Tessellation Factor: {0:#0.0} (+/- to change)" + "\nPartitioning: {1} (F1,F2,F3,F4 to change)" + "\nTessellation: {2} (F5,F6,F7)" + "\nPress F to toggle wireframe | N show normals" + "\nPress 1,2,3,4,5,6,7,8 to switch shaders", tessellationFactor, tessellationPartition, tessellationMethod, DeviceManager.Direct3DDevice.NativePointer); }; Dictionary<Keys, bool> keyToggles = new Dictionary<Keys, bool>(); keyToggles[Keys.Z] = false; keyToggles[Keys.F] = false; // Support keyboard/mouse input to rotate or move camera view var moveFactor = 0.02f; // how much to change on each keypress var shiftKey = false; var ctrlKey = false; var background = Color.White; var activeTriTessellator = tessellateTriIntegerShader; var activePnTriTessellator = pnTriIntegerShader; var usePhongTessellation = true; var usePNTessellation = false; var showNormals = false; var meshIndex = 0; Window.KeyDown += (s, e) => { var context = DeviceManager.Direct3DContext; shiftKey = e.Shift; ctrlKey = e.Control; switch (e.KeyCode) { // WASD -> pans view case Keys.A: viewMatrix.TranslationVector += new Vector3(moveFactor * 2, 0f, 0f); break; case Keys.D: viewMatrix.TranslationVector -= new Vector3(moveFactor * 2, 0f, 0f); break; case Keys.S: if (shiftKey) viewMatrix.TranslationVector += new Vector3(0f, moveFactor * 2, 0f); else viewMatrix.TranslationVector -= new Vector3(0f, 0f, 1) * moveFactor * 2; break; case Keys.W: if (shiftKey) viewMatrix.TranslationVector -= new Vector3(0f, moveFactor * 2, 0f); else viewMatrix.TranslationVector += new Vector3(0f, 0f, 1) * moveFactor * 2; break; // Up/Down and Left/Right - rotates around X / Y respectively // (Mouse wheel rotates around Z) case Keys.Down: worldMatrix *= Matrix.RotationX(moveFactor); rotation += new Vector3(moveFactor, 0f, 0f); break; case Keys.Up: worldMatrix *= Matrix.RotationX(-moveFactor); rotation -= new Vector3(moveFactor, 0f, 0f); break; case Keys.Left: worldMatrix *= Matrix.RotationY(moveFactor); rotation += new Vector3(0f, moveFactor, 0f); break; case Keys.Right: worldMatrix *= Matrix.RotationY(-moveFactor); rotation -= new Vector3(0f, moveFactor, 0f); break; case Keys.T: fps.Show = !fps.Show; textRenderer.Show = !textRenderer.Show; break; case Keys.B: if (background == Color.White) { background = new Color(30, 30, 34); } else { background = Color.White; } break; case Keys.G: axisGrid.Show = !axisGrid.Show; break; case Keys.P: // Pause or resume mesh animation meshes.ForEach(m => { if (m.Clock.IsRunning) m.Clock.Stop(); else m.Clock.Start(); }); break; case Keys.X: // To test for correct resource recreation // Simulate device reset or lost. System.Diagnostics.Debug.WriteLine(SharpDX.Diagnostics.ObjectTracker.ReportActiveObjects()); DeviceManager.Initialize(DeviceManager.Dpi); System.Diagnostics.Debug.WriteLine(SharpDX.Diagnostics.ObjectTracker.ReportActiveObjects()); break; case Keys.Z: keyToggles[Keys.Z] = !keyToggles[Keys.Z]; if (keyToggles[Keys.Z]) { context.PixelShader.Set(depthPixelShader); } else { context.PixelShader.Set(pixelShader); } break; case Keys.F: keyToggles[Keys.F] = !keyToggles[Keys.F]; RasterizerStateDescription rasterDesc; if (context.Rasterizer.State != null) rasterDesc = context.Rasterizer.State.Description; else rasterDesc = new RasterizerStateDescription() { CullMode = CullMode.None, FillMode = FillMode.Solid }; if (keyToggles[Keys.F]) { rasterDesc.FillMode = FillMode.Wireframe; context.Rasterizer.State = ToDispose(new RasterizerState(context.Device, rasterDesc)); } else { rasterDesc.FillMode = FillMode.Solid; context.Rasterizer.State = ToDispose(new RasterizerState(context.Device, rasterDesc)); } break; case Keys.N: showNormals = !showNormals; break; case Keys.D1: context.PixelShader.Set(pixelShader); break; case Keys.D2: context.PixelShader.Set(lambertShader); break; case Keys.D3: context.PixelShader.Set(phongShader); break; case Keys.D4: context.PixelShader.Set(blinnPhongShader); break; case Keys.Add: var multiple = 1.0f; if (ctrlKey) multiple = 3.0f; tessellationFactor += 0.2f * multiple; tessellationFactor = Math.Min(tessellationFactor, 64); break; case Keys.Subtract: multiple = 1.0f; if (ctrlKey) multiple = 3.0f; tessellationFactor -= 0.2f * multiple; tessellationFactor = Math.Max(tessellationFactor, 0); break; case Keys.F1: tessellationPartition = "Integer"; activeTriTessellator = tessellateTriIntegerShader; activePnTriTessellator = pnTriIntegerShader; break; case Keys.F2: tessellationPartition = "Pow2"; activeTriTessellator = tessellateTriPow2Shader; activePnTriTessellator = pnTriPow2Shader; break; case Keys.F3: tessellationPartition = "Fractional Even"; activeTriTessellator = tessellateTriFractionalEvenShader; activePnTriTessellator = pnTriFractionalEvenShader; break; case Keys.F4: tessellationPartition = "Fractional Odd"; activeTriTessellator = tessellateTriFractionalOddShader; activePnTriTessellator = pnTriFractionalOddShader; break; case Keys.F5: usePhongTessellation = false; usePNTessellation = false; tessellationMethod = "Tri"; break; case Keys.F6: usePhongTessellation = true; usePNTessellation = false; tessellationMethod = "Phong"; break; case Keys.F7: usePhongTessellation = false; usePNTessellation = true; tessellationMethod = "PN-Triangle"; break; case Keys.Back: meshIndex = (meshIndex + 1) % meshes.Count; break; } updateText(); }; Window.KeyUp += (s, e) => { // Clear the shift/ctrl keys so they aren't sticky if (e.KeyCode == Keys.ShiftKey) shiftKey = false; if (e.KeyCode == Keys.ControlKey) ctrlKey = false; }; Window.MouseWheel += (s, e) => { if (shiftKey) { // Zoom in/out viewMatrix.TranslationVector += new Vector3(0f, 0f, (e.Delta / 120f) * moveFactor * 2); } else { // rotate around Z-axis viewMatrix *= Matrix.RotationZ((e.Delta / 120f) * moveFactor); rotation += new Vector3(0f, 0f, (e.Delta / 120f) * moveFactor); } updateText(); }; var lastX = 0; var lastY = 0; Window.MouseDown += (s, e) => { if (e.Button == MouseButtons.Left) { lastX = e.X; lastY = e.Y; } }; Window.MouseMove += (s, e) => { if (e.Button == MouseButtons.Left) { var yRotate = lastX - e.X; var xRotate = lastY - e.Y; lastY = e.Y; lastX = e.X; // Mouse move changes viewMatrix *= Matrix.RotationX(-xRotate * moveFactor); viewMatrix *= Matrix.RotationY(-yRotate * moveFactor); updateText(); } }; // Display instructions with initial values updateText(); #endregion var clock = new System.Diagnostics.Stopwatch(); clock.Start(); #region Render loop // Create and run the render loop RenderLoop.Run(Window, () => { // Start of frame: // Retrieve immediate context var context = DeviceManager.Direct3DContext; // Clear depth stencil view context.ClearDepthStencilView(DepthStencilView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1.0f, 0); // Clear render target view context.ClearRenderTargetView(RenderTargetView, background); // Create viewProjection matrix var viewProjection = Matrix.Multiply(viewMatrix, projectionMatrix); // Extract camera position from view var camPosition = Matrix.Transpose(Matrix.Invert(viewMatrix)).Column4; cameraPosition = new Vector3(camPosition.X, camPosition.Y, camPosition.Z); // If Keys.CtrlKey is down, auto rotate viewProjection based on time var time = clock.ElapsedMilliseconds / 1000.0f; var perFrame = new ConstantBuffers.PerFrame(); perFrame.Light.Color = new Color(0.8f, 0.8f, 0.8f, 1.0f); var lightDir = Vector3.Transform(new Vector3(1f, -1f, -1f), worldMatrix); perFrame.Light.Direction = new Vector3(lightDir.X, lightDir.Y, lightDir.Z);// new Vector3(Vector3.Transform(new Vector3(1f, -1f, 1f), worldMatrix * worldRotation).ToArray().Take(3).ToArray()); perFrame.CameraPosition = cameraPosition; perFrame.TessellationFactor = tessellationFactor; context.UpdateSubresource(ref perFrame, perFrameBuffer); // Render each object var perMaterial = new ConstantBuffers.PerMaterial(); perMaterial.Ambient = new Color4(0.2f); perMaterial.Diffuse = Color.White; perMaterial.Emissive = new Color4(0); perMaterial.Specular = Color.White; perMaterial.SpecularPower = 20f; perMaterial.HasTexture = 0; perMaterial.UVTransform = Matrix.Identity; context.UpdateSubresource(ref perMaterial, perMaterialBuffer); var perObject = new ConstantBuffers.PerObject(); // MESH context.VertexShader.Set(tessellateVertexShader); context.HullShader.Set(activeTriTessellator); if (usePhongTessellation) { context.DomainShader.Set(tessellatePhongDomainShader); } else if (usePNTessellation) { context.HullShader.Set(activePnTriTessellator); context.DomainShader.Set(pnTriDomainShader); } else context.DomainShader.Set(tessellateTriDomainShader); var m = meshes[meshIndex]; //meshes.ForEach((m) => //{ // Provide the material constant buffer to the mesh renderer perObject.World = m.World * worldMatrix; perObject.WorldInverseTranspose = Matrix.Transpose(Matrix.Invert(perObject.World)); perObject.WorldViewProjection = perObject.World * viewProjection; perObject.ViewProjection = viewProjection; perObject.Transpose(); context.UpdateSubresource(ref perObject, perObjectBuffer); m.PerMaterialBuffer = perMaterialBuffer; m.PerArmatureBuffer = perArmatureBuffer; m.Render(); if (showNormals) { using (var prevPixelShader = context.PixelShader.Get()) { perMaterial.HasTexture = 0; perMaterial.UVTransform = Matrix.Identity; context.UpdateSubresource(ref perMaterial, perMaterialBuffer); context.PixelShader.Set(pixelShader); context.GeometryShader.Set(debugNormals); m.Render(); context.PixelShader.Set(prevPixelShader); context.GeometryShader.Set(null); } } //}); // TRIANGLE //triangle.Render(); //// QUAD //context.VertexShader.Set(tessellateVertexShader); //context.HullShader.Set(activeQuadTessellator); //context.DomainShader.Set(tessellateQuadDomainShader); //quad.Render(); // BEZIER //context.VertexShader.Set(tessellateVertexShader); //context.HullShader.Set(activeBezierTessellator); //context.DomainShader.Set(tessellateBezierDomainShader); //bezier.Render(); // AXIS GRID context.VertexShader.Set(vertexShader); context.HullShader.Set(null); context.DomainShader.Set(null); context.GeometryShader.Set(null); using (var prevPixelShader = context.PixelShader.Get()) { perMaterial.HasTexture = 0; perMaterial.UVTransform = Matrix.Identity; context.UpdateSubresource(ref perMaterial, perMaterialBuffer); context.PixelShader.Set(pixelShader); perObject = new ConstantBuffers.PerObject(); perObject.World = worldMatrix; perObject.WorldInverseTranspose = Matrix.Transpose(Matrix.Invert(perObject.World)); perObject.WorldViewProjection = perObject.World * viewProjection; perObject.ViewProjection = viewProjection; perObject.Transpose(); context.UpdateSubresource(ref perObject, perObjectBuffer); axisGrid.Render(); context.PixelShader.Set(prevPixelShader); } // Render FPS fps.Render(); // Render instructions + position changes textRenderer.Render(); // Present the frame Present(); }); #endregion }
private static void UpdateSceneFrame() { var desc = new RasterizerStateDescription(); desc.FillMode = FillMode.Solid; desc.CullMode = CullMode.None; desc.IsFrontCounterClockwise = true; desc.DepthBias = 25000; desc.DepthBiasClamp = 2; desc.SlopeScaledDepthBias = 1; MyPipelineStates.Modify(m_shadowRasterizerState, desc); MyMeshes.Load(); QueryTexturesFromEntities(); MyTextures.Load(); GatherTextures(); MyComponents.UpdateCullProxies(); MyComponents.ProcessEntities(); MyComponents.SendVisible(); MyBillboardRenderer.OnFrameStart(); MyRender11.GetRenderProfiler().StartProfilingBlock("RebuildProxies"); foreach (var renderable in MyComponentFactory<MyRenderableComponent>.GetAll()) { renderable.RebuildRenderProxies(); } MyRender11.GetRenderProfiler().EndProfilingBlock(); MyRender11.GetRenderProfiler().StartProfilingBlock("UpdateProxies"); UpdateActors(); MyRender11.GetRenderProfiler().EndProfilingBlock(); MyBigMeshTable.Table.MoveToGPU(); MyRender11.GetRenderProfiler().StartProfilingBlock("Update merged groups"); MyRender11.GetRenderProfiler().StartProfilingBlock("UpdateBeforeDraw"); foreach (var r in MyComponentFactory<MyGroupRootComponent>.GetAll()) { r.UpdateBeforeDraw(); } MyRender11.GetRenderProfiler().EndProfilingBlock(); MyRender11.GetRenderProfiler().StartProfilingBlock("MoveToGPU"); foreach (var r in MyComponentFactory<MyGroupRootComponent>.GetAll()) { foreach (var val in r.m_materialGroups.Values) { // optimize: keep list+set for updating val.MoveToGPU(); } } MyRender11.GetRenderProfiler().EndProfilingBlock(); MyRender11.GetRenderProfiler().EndProfilingBlock(); MyRender11.GetRenderProfiler().StartProfilingBlock("Fill foliage streams"); MyGpuProfiler.IC_BeginBlock("Fill foliage streams"); MyGPUFoliageGenerating.GetInstance().PerFrame(); MyGPUFoliageGenerating.GetInstance().Begin(); foreach (var foliage in MyComponentFactory<MyFoliageComponent>.GetAll()) { if (foliage.m_owner.CalculateCameraDistance() < MyRender11.RenderSettings.FoliageDetails.GrassDrawDistance()) { foliage.FillStreams(); } else { foliage.InvalidateStreams(); } } MyGPUFoliageGenerating.GetInstance().End(); MyGpuProfiler.IC_EndBlock(); MyRender11.GetRenderProfiler().EndProfilingBlock(); MyCommon.MoveToNextFrame(); }
private static void Main() { var form = new RenderForm("SharpDX - MiniTri Direct3D 11 Sample"); // SwapChain description var desc = new SwapChainDescription() { BufferCount = 3, ModeDescription= new ModeDescription(form.ClientSize.Width, form.ClientSize.Height, new Rational(60, 1), Format.R8G8B8A8_UNorm), IsWindowed = true, OutputHandle = form.Handle, SampleDescription = new SampleDescription(1,0), SwapEffect = SwapEffect.Sequential, Usage = Usage.RenderTargetOutput }; // Create Device and SwapChain Device device; SwapChain swapChain; Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, desc, out device, out swapChain); var context = device.ImmediateContext; // Ignore all windows events var factory = swapChain.GetParent<Factory>(); factory.MakeWindowAssociation(form.Handle, WindowAssociationFlags.IgnoreAll); // New RenderTargetView from the backbuffer var backBuffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0); var renderView = new RenderTargetView(device, backBuffer); Texture2DDescription depthBufferDesc; depthBufferDesc.Width = form.Width; depthBufferDesc.Height = form.Height; depthBufferDesc.MipLevels = 1; depthBufferDesc.ArraySize = 1; depthBufferDesc.Format = Format.D24_UNorm_S8_UInt; depthBufferDesc.SampleDescription.Count = 1; depthBufferDesc.SampleDescription.Quality = 0; depthBufferDesc.Usage = ResourceUsage.Default; depthBufferDesc.BindFlags = BindFlags.DepthStencil; depthBufferDesc.CpuAccessFlags = CpuAccessFlags.None ; depthBufferDesc.OptionFlags = ResourceOptionFlags.None; Texture2D DepthStencilTexture = new Texture2D(device, depthBufferDesc); DepthStencilViewDescription depthStencilViewDesc = new DepthStencilViewDescription(); depthStencilViewDesc.Format = Format.D24_UNorm_S8_UInt; depthStencilViewDesc.Dimension = DepthStencilViewDimension.Texture2D; depthStencilViewDesc.Texture2D.MipSlice = 0; DepthStencilView depthStencilView = new DepthStencilView(device, DepthStencilTexture, depthStencilViewDesc); context.OutputMerger.SetTargets(depthStencilView,renderView); DepthStencilStateDescription depthDesc = new DepthStencilStateDescription() { IsDepthEnabled = true, IsStencilEnabled = false, DepthWriteMask = DepthWriteMask.All, DepthComparison = Comparison.Less }; DepthStencilState depthStencilState = new DepthStencilState(device, depthDesc); RasterizerStateDescription rasdesc = new RasterizerStateDescription() { CullMode = CullMode.None, FillMode = FillMode.Solid, IsFrontCounterClockwise = true, DepthBias = 0, DepthBiasClamp = 0, SlopeScaledDepthBias = 0, IsDepthClipEnabled = true, IsMultisampleEnabled =true, }; context.Rasterizer.State = new RasterizerState(device, rasdesc); ////////////////////////////// var flags = (ppsteps | aiPostProcessSteps.aiProcess_GenSmoothNormals | // generate smooth normal vectors if not existing aiPostProcessSteps.aiProcess_SplitLargeMeshes | // split large, unrenderable meshes into submeshes aiPostProcessSteps.aiProcess_Triangulate | // triangulate polygons with more than 3 edges aiPostProcessSteps.aiProcess_ConvertToLeftHanded | // convert everything to D3D left handed space aiPostProcessSteps.aiProcess_SortByPType | // make 'clean' meshes which consist of a single typ of primitives (aiPostProcessSteps)0); // default model var path = @"jeep1.ms3d"; Importer importer = new Importer(); //var path = "man.3ds"; aiScene scene = importer.ReadFile(path, flags); String directory = null; if (scene != null) { directory = Path.GetDirectoryName(path); } else { MessageBox.Show("Failed to open file: " + path + ". Either Assimp screwed up or the path is not valid."); Application.Exit(); } SceneLoader SceneLoader = new SceneLoader(); List<model> models = new List<model>(); for (int i = 0; i < scene.mNumMeshes; i++) { models.Add(SceneLoader.CreateMesh(device, scene.mMeshes[i], scene.mMaterials,directory)); } ////////////////////////////// // Compile Vertex and Pixel shaders var effectByteCode = ShaderBytecode.CompileFromFile("MiniTri.fx", "fx_5_0", ShaderFlags.None, EffectFlags.None); var effect = new Effect(device, effectByteCode); var technique = effect.GetTechniqueByIndex(0); var pass = technique.GetPassByIndex(0); // Layout from VertexShader input signature var passSignature = pass.Description.Signature; // Layout from VertexShader input signature var layout = new InputLayout( device, passSignature, new[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 12, 0) }); // Prepare All the stages context.Rasterizer.SetViewports(new Viewport(0, 0, form.ClientSize.Width, form.ClientSize.Height, 0.0f, 1.0f)); context.OutputMerger.DepthStencilState = depthStencilState; Input input = new Input(form); //FreeLook FreeLook = new SharpExamples.FreeLook(input, (float)form.Width / (float)form.Height); CameraFirstPerson FreeLook = new CameraFirstPerson(input, 0, 0, Vector3.Zero, form.Width, form.Height); //FreeLook.SetEyeTarget(new Vector3(300), Vector3.Zero); Clock Clock = new SharpExamples.Clock(); Clock.Start(); effect.GetVariableByName("projection").AsMatrix().SetMatrix(FreeLook.Projection); // Main loop RenderLoop.Run(form, () => { foreach (var item in models) { context.InputAssembler.InputLayout = layout; context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; int SizeInBytes = Marshal.SizeOf(typeof(VertexPostitionTexture)); context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(item.vertex, SizeInBytes, 0)); context.InputAssembler.SetIndexBuffer(item.indices, Format.R32_UInt, 0); float elapsed = Clock.Update(); FreeLook.Update(elapsed); effect.GetVariableByName("view").AsMatrix().SetMatrix(FreeLook.View); effect.GetVariableByName("World").AsMatrix().SetMatrix(Matrix.Scaling(5)); effect.GetVariableByName("tex0").AsShaderResource().SetResource(item.ShaderResourceView); context.ClearRenderTargetView(renderView, Colors.Black); context.ClearDepthStencilView(depthStencilView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1, 0); for (int i = 0; i < technique.Description.PassCount; ++i) { pass.Apply(context); context.DrawIndexed(item.numberIndices, 0, 0); } swapChain.Present(0, PresentFlags.None); } }); // Release all resources foreach (var item in models) { item.vertex.Dispose(); item.indices.Dispose(); item.ShaderResourceView.Dispose(); } layout.Dispose(); renderView.Dispose(); backBuffer.Dispose(); context.ClearState(); context.Flush(); device.Dispose(); context.Dispose(); swapChain.Dispose(); factory.Dispose(); }
internal static RasterizerId CreateRasterizerState(RasterizerStateDescription description) { var id = new RasterizerId { Index = RasterizerStates.Allocate() }; MyArrayHelpers.Reserve(ref RasterizerObjects, id.Index + 1); RasterizerStates.Data[id.Index] = description; InitRasterizerState(id); RasterizerIndices.Add(id); return id; }
public FrustumShader(Device device) { // create single vertex buffer var stream = new DataStream(24 * VertexPosition.SizeInBytes, true, true); stream.Write(new Vector4(-1, -1, 0, 1)); stream.Write(new Vector4( 1, -1, 0, 1)); stream.Write(new Vector4( 1, -1, 0, 1)); stream.Write(new Vector4( 1, 1, 0, 1)); stream.Write(new Vector4( 1, 1, 0, 1)); stream.Write(new Vector4(-1, 1, 0, 1)); stream.Write(new Vector4(-1, 1, 0, 1)); stream.Write(new Vector4(-1, -1, 0, 1)); stream.Write(new Vector4(-1, -1, maxZ, 1)); stream.Write(new Vector4( 1, -1, maxZ, 1)); stream.Write(new Vector4( 1, -1, maxZ, 1)); stream.Write(new Vector4( 1, 1, maxZ, 1)); stream.Write(new Vector4( 1, 1, maxZ, 1)); stream.Write(new Vector4(-1, 1, maxZ, 1)); stream.Write(new Vector4(-1, 1, maxZ, 1)); stream.Write(new Vector4(-1, -1, maxZ, 1)); stream.Write(new Vector4(-1, -1, 0, 1)); stream.Write(new Vector4(-1, -1, maxZ, 1)); stream.Write(new Vector4( 1, -1, 0, 1)); stream.Write(new Vector4( 1, -1, maxZ, 1)); stream.Write(new Vector4( 1, 1, 0, 1)); stream.Write(new Vector4( 1, 1, maxZ, 1)); stream.Write(new Vector4(-1, 1, 0, 1)); stream.Write(new Vector4(-1, 1, maxZ, 1)); stream.Position = 0; var vertexBufferDesc = new BufferDescription() { BindFlags = BindFlags.VertexBuffer, CpuAccessFlags = CpuAccessFlags.None, Usage = ResourceUsage.Default, SizeInBytes = 24 * VertexPosition.SizeInBytes, }; vertexBuffer = new SharpDX.Direct3D11.Buffer(device, stream, vertexBufferDesc); stream.Dispose(); vertexBufferBinding = new VertexBufferBinding(vertexBuffer, VertexPosition.SizeInBytes, 0); shaderByteCode = new ShaderBytecode(File.ReadAllBytes("Content/frustumVS.cso")); frustumVS = new VertexShader(device, shaderByteCode); frustumPS = new PixelShader(device, new ShaderBytecode(File.ReadAllBytes("Content/frustumPS.cso"))); // depth stencil state var depthStencilStateDesc = new DepthStencilStateDescription() { IsDepthEnabled = true, DepthWriteMask = DepthWriteMask.All, DepthComparison = Comparison.LessEqual, IsStencilEnabled = false, }; depthStencilState = new DepthStencilState(device, depthStencilStateDesc); // rasterizer state var rasterizerStateDesc = new RasterizerStateDescription() { CullMode = CullMode.None, FillMode = FillMode.Wireframe, IsDepthClipEnabled = true, IsFrontCounterClockwise = true, IsMultisampleEnabled = true, }; rasterizerState = new RasterizerState(device, rasterizerStateDesc); // constant buffer var VSConstantBufferDesc = new BufferDescription() { Usage = ResourceUsage.Dynamic, BindFlags = BindFlags.ConstantBuffer, SizeInBytes = VSConstantBuffer.size, CpuAccessFlags = CpuAccessFlags.Write, StructureByteStride = 0, OptionFlags = 0, }; vertexShaderConstantBuffer = new SharpDX.Direct3D11.Buffer(device, VSConstantBufferDesc); // Pixel shader constant buffer var PSConstantBufferDesc = new BufferDescription() { Usage = ResourceUsage.Dynamic, BindFlags = BindFlags.ConstantBuffer, SizeInBytes = PSConstantBuffer.size, CpuAccessFlags = CpuAccessFlags.Write, StructureByteStride = 0, OptionFlags = 0, }; pixelShaderConstantBuffer = new SharpDX.Direct3D11.Buffer(device, PSConstantBufferDesc); vertexInputLayout = new InputLayout(device, shaderByteCode.Data, new[] { new InputElement("SV_POSITION", 0, Format.R32G32B32A32_Float, 0, 0), }); }
public bool Initialize(SystemConfiguration configuration, IntPtr windowHandle) { try { #region Environment Configuration // Store the vsync setting. VerticalSyncEnabled = SystemConfiguration.VerticalSyncEnabled; // Create a DirectX graphics interface factory. var factory = new Factory(); // Use the factory to create an adapter for the primary graphics interface (video card). var adapter = factory.GetAdapter(0); // Get the primary adapter output (monitor). var monitor = adapter.GetOutput(0); // Get modes that fit the DXGI_FORMAT_R8G8B8A8_UNORM display format for the adapter output (monitor). var modes = monitor.GetDisplayModeList(Format.R8G8B8A8_UNorm, DisplayModeEnumerationFlags.Interlaced); // Now go through all the display modes and find the one that matches the screen width and height. // When a match is found store the the refresh rate for that monitor, if vertical sync is enabled. // Otherwise we use maximum refresh rate. var rational = new Rational(0, 1); if (VerticalSyncEnabled) { foreach (var mode in modes) { if (mode.Width == configuration.Width && mode.Height == configuration.Height) { rational = new Rational(mode.RefreshRate.Numerator, mode.RefreshRate.Denominator); break; } } } // Get the adapter (video card) description. var adapterDescription = adapter.Description; // Store the dedicated video card memory in megabytes. VideoCardMemory = adapterDescription.DedicatedVideoMemory >> 10 >> 10; // Convert the name of the video card to a character array and store it. VideoCardDescription = adapterDescription.Description; // Release the adapter output. monitor.Dispose(); // Release the adapter. adapter.Dispose(); // Release the factory. factory.Dispose(); #endregion #region Initialize swap chain and d3d device // Initialize the swap chain description. var swapChainDesc = new SwapChainDescription() { // Set to a single back buffer. BufferCount = 1, // Set the width and height of the back buffer. ModeDescription = new ModeDescription(configuration.Width, configuration.Height, rational, Format.R8G8B8A8_UNorm), // Set the usage of the back buffer. Usage = Usage.RenderTargetOutput, // Set the handle for the window to render to. OutputHandle = windowHandle, // Turn multisampling off. SampleDescription = new SampleDescription(1, 0), // Set to full screen or windowed mode. IsWindowed = !SystemConfiguration.FullScreen, // Don't set the advanced flags. Flags = SwapChainFlags.None, // Discard the back buffer content after presenting. SwapEffect = SwapEffect.Discard }; // Create the swap chain, Direct3D device, and Direct3D device context. Device device; SwapChain swapChain; Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, swapChainDesc, out device, out swapChain); Device = device; SwapChain = swapChain; DeviceContext = device.ImmediateContext; #endregion #region Initialize buffers // Get the pointer to the back buffer. var backBuffer = Texture2D.FromSwapChain<Texture2D>(SwapChain, 0); // Create the render target view with the back buffer pointer. RenderTargetView = new RenderTargetView(device, backBuffer); // Release pointer to the back buffer as we no longer need it. backBuffer.Dispose(); // Initialize and set up the description of the depth buffer. var depthBufferDesc = new Texture2DDescription() { Width = configuration.Width, Height = configuration.Height, MipLevels = 1, ArraySize = 1, Format = Format.D24_UNorm_S8_UInt, SampleDescription = new SampleDescription(1, 0), Usage = ResourceUsage.Default, BindFlags = BindFlags.DepthStencil, CpuAccessFlags = CpuAccessFlags.None, OptionFlags = ResourceOptionFlags.None }; // Create the texture for the depth buffer using the filled out description. DepthStencilBuffer = new Texture2D(device, depthBufferDesc); #endregion #region Initialize Depth Enabled Stencil // Initialize and set up the description of the stencil state. var depthStencilDesc = new DepthStencilStateDescription() { IsDepthEnabled = true, DepthWriteMask = DepthWriteMask.All, DepthComparison = Comparison.Less, IsStencilEnabled = true, StencilReadMask = 0xFF, StencilWriteMask = 0xFF, // Stencil operation if pixel front-facing. FrontFace = new DepthStencilOperationDescription() { FailOperation = StencilOperation.Keep, DepthFailOperation = StencilOperation.Increment, PassOperation = StencilOperation.Keep, Comparison = Comparison.Always }, // Stencil operation if pixel is back-facing. BackFace = new DepthStencilOperationDescription() { FailOperation = StencilOperation.Keep, DepthFailOperation = StencilOperation.Decrement, PassOperation = StencilOperation.Keep, Comparison = Comparison.Always } }; // Create the depth stencil state. DepthStencilState = new DepthStencilState(Device, depthStencilDesc); #endregion #region Initialize Output Merger // Set the depth stencil state. DeviceContext.OutputMerger.SetDepthStencilState(DepthStencilState, 1); // Initialize and set up the depth stencil view. var depthStencilViewDesc = new DepthStencilViewDescription() { Format = Format.D24_UNorm_S8_UInt, Dimension = DepthStencilViewDimension.Texture2D, Texture2D = new DepthStencilViewDescription.Texture2DResource() { MipSlice = 0 } }; // Create the depth stencil view. DepthStencilView = new DepthStencilView(Device, DepthStencilBuffer, depthStencilViewDesc); // Bind the render target view and depth stencil buffer to the output render pipeline. DeviceContext.OutputMerger.SetTargets(DepthStencilView, RenderTargetView); #endregion #region Initialize Raster State // Setup the raster description which will determine how and what polygon will be drawn. var rasterDesc = new RasterizerStateDescription() { IsAntialiasedLineEnabled = false, CullMode = CullMode.Back, DepthBias = 0, DepthBiasClamp = .0f, IsDepthClipEnabled = true, FillMode = FillMode.Solid, IsFrontCounterClockwise = false, IsMultisampleEnabled = false, IsScissorEnabled = false, SlopeScaledDepthBias = .0f }; // Create the rasterizer state from the description we just filled out. RasterState = new RasterizerState(Device, rasterDesc); #endregion #region Initialize Rasterizer // Now set the rasterizer state. DeviceContext.Rasterizer.State = RasterState; // Setup and create the viewport for rendering. DeviceContext.Rasterizer.SetViewport(0, 0, configuration.Width, configuration.Height, 0, 1); #endregion #region Initialize matrices // Setup and create the projection matrix. ProjectionMatrix = Matrix.PerspectiveFovLH((float)(Math.PI / 4f), ((float)configuration.Width / configuration.Height), SystemConfiguration.ScreenNear, SystemConfiguration.ScreenDepth); // Initialize the world matrix to the identity matrix. WorldMatrix = Matrix.Identity; // Create an orthographic projection matrix for 2D rendering. OrthoMatrix = Matrix.OrthoLH(configuration.Width, configuration.Height, SystemConfiguration.ScreenNear, SystemConfiguration.ScreenDepth); #endregion #region Initialize Depth Disabled Stencil // Now create a second depth stencil state which turns off the Z buffer for 2D rendering. // The difference is that DepthEnable is set to false. // All other parameters are the same as the other depth stencil state. var depthDisabledStencilDesc = new DepthStencilStateDescription() { IsDepthEnabled = false, DepthWriteMask = DepthWriteMask.All, DepthComparison = Comparison.Less, IsStencilEnabled = true, StencilReadMask = 0xFF, StencilWriteMask = 0xFF, // Stencil operation if pixel front-facing. FrontFace = new DepthStencilOperationDescription() { FailOperation = StencilOperation.Keep, DepthFailOperation = StencilOperation.Increment, PassOperation = StencilOperation.Keep, Comparison = Comparison.Always }, // Stencil operation if pixel is back-facing. BackFace = new DepthStencilOperationDescription() { FailOperation = StencilOperation.Keep, DepthFailOperation = StencilOperation.Decrement, PassOperation = StencilOperation.Keep, Comparison = Comparison.Always } }; // Create the depth stencil state. DepthDisabledStencilState = new DepthStencilState(Device, depthDisabledStencilDesc); #endregion #region Initialize Blend States // Create an alpha enabled blend state description. var blendStateDesc = new BlendStateDescription(); blendStateDesc.RenderTarget[0].IsBlendEnabled = true; blendStateDesc.RenderTarget[0].SourceBlend = BlendOption.One; blendStateDesc.RenderTarget[0].DestinationBlend = BlendOption.InverseSourceAlpha; blendStateDesc.RenderTarget[0].BlendOperation = BlendOperation.Add; blendStateDesc.RenderTarget[0].SourceAlphaBlend = BlendOption.One; blendStateDesc.RenderTarget[0].DestinationAlphaBlend = BlendOption.Zero; blendStateDesc.RenderTarget[0].AlphaBlendOperation = BlendOperation.Add; blendStateDesc.RenderTarget[0].RenderTargetWriteMask = ColorWriteMaskFlags.All; // Create the blend state using the description. AlphaEnableBlendingState = new BlendState(device, blendStateDesc); // Modify the description to create an disabled blend state description. blendStateDesc.RenderTarget[0].IsBlendEnabled = false; // Create the blend state using the description. AlphaDisableBlendingState = new BlendState(device, blendStateDesc); #endregion return true; } catch (Exception) { return false; } }
private void InitializeDeviceResources(DXGI.SwapChain swapChain) { backbufferTexture = swapChain.GetBackBuffer <D3D11.Texture2D>(0); backbufferRTV = new D3D11.RenderTargetView(device, backbufferTexture); width = backbufferTexture.Description.Width; height = backbufferTexture.Description.Height; var depthBufferDesc = new D3D11.Texture2DDescription() { Width = width, Height = height, MipLevels = 1, ArraySize = 1, Format = DXGI.Format.D24_UNorm_S8_UInt, SampleDescription = new DXGI.SampleDescription(1, 0), Usage = D3D11.ResourceUsage.Default, BindFlags = D3D11.BindFlags.DepthStencil, CpuAccessFlags = D3D11.CpuAccessFlags.None, OptionFlags = D3D11.ResourceOptionFlags.None }; using (var depthStencilBufferTexture = new D3D11.Texture2D(device, depthBufferDesc)) { var depthStencilViewDesc = new D3D11.DepthStencilViewDescription() { Format = DXGI.Format.D24_UNorm_S8_UInt, Dimension = D3D11.DepthStencilViewDimension.Texture2D, Texture2D = new D3D11.DepthStencilViewDescription.Texture2DResource() { MipSlice = 0 } }; depthDSV = new D3D11.DepthStencilView(device, depthStencilBufferTexture, depthStencilViewDesc); } var depthStencilDesc = new D3D11.DepthStencilStateDescription() { IsDepthEnabled = true, DepthWriteMask = D3D11.DepthWriteMask.All, DepthComparison = D3D11.Comparison.Less, IsStencilEnabled = false, StencilReadMask = 0xFF, StencilWriteMask = 0xFF, FrontFace = new D3D11.DepthStencilOperationDescription() { FailOperation = D3D11.StencilOperation.Keep, DepthFailOperation = D3D11.StencilOperation.Keep, PassOperation = D3D11.StencilOperation.Keep, Comparison = D3D11.Comparison.Always }, BackFace = new D3D11.DepthStencilOperationDescription() { FailOperation = D3D11.StencilOperation.Keep, DepthFailOperation = D3D11.StencilOperation.Keep, PassOperation = D3D11.StencilOperation.Keep, Comparison = D3D11.Comparison.Always } }; depthStencilState = new D3D11.DepthStencilState(device, depthStencilDesc); var rasterDesc = new D3D11.RasterizerStateDescription() { IsAntialiasedLineEnabled = false, CullMode = D3D11.CullMode.Back, DepthBias = 0, DepthBiasClamp = 0.0f, IsDepthClipEnabled = false, FillMode = D3D11.FillMode.Solid, IsFrontCounterClockwise = false, IsMultisampleEnabled = false, IsScissorEnabled = false, SlopeScaledDepthBias = 0.0f }; /*var blendDesc = new D3D11.BlendStateDescription(); * blendDesc.RenderTarget[0].IsBlendEnabled = true; * blendDesc.RenderTarget[0].SourceBlend = D3D11.BlendOption.SourceAlpha; * blendDesc.RenderTarget[0].DestinationBlend = D3D11.BlendOption.InverseSourceAlpha; * blendDesc.RenderTarget[0].BlendOperation = D3D11.BlendOperation.Add; * blendDesc.RenderTarget[0].SourceAlphaBlend = D3D11.BlendOption.Zero; * blendDesc.RenderTarget[0].DestinationAlphaBlend = D3D11.BlendOption.Zero; * blendDesc.RenderTarget[0].AlphaBlendOperation = D3D11.BlendOperation.Add; * blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11.ColorWriteMaskFlags.All;*/ #if ALPHABLENDING var blendDesc = new D3D11.BlendStateDescription(); blendDesc.RenderTarget[0].IsBlendEnabled = true; blendDesc.RenderTarget[0].SourceBlend = D3D11.BlendOption.SourceAlpha; blendDesc.RenderTarget[0].DestinationBlend = D3D11.BlendOption.InverseSourceAlpha; blendDesc.RenderTarget[0].BlendOperation = D3D11.BlendOperation.Add; blendDesc.RenderTarget[0].SourceAlphaBlend = D3D11.BlendOption.Zero; blendDesc.RenderTarget[0].DestinationAlphaBlend = D3D11.BlendOption.One; blendDesc.RenderTarget[0].AlphaBlendOperation = D3D11.BlendOperation.Add; blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11.ColorWriteMaskFlags.All; #endif #if ADDITIVEBLENDING var blendDesc = new D3D11.BlendStateDescription(); blendDesc.RenderTarget[0].IsBlendEnabled = true; blendDesc.RenderTarget[0].SourceBlend = D3D11.BlendOption.SourceAlpha; blendDesc.RenderTarget[0].DestinationBlend = D3D11.BlendOption.DestinationAlpha; blendDesc.RenderTarget[0].BlendOperation = D3D11.BlendOperation.Add; blendDesc.RenderTarget[0].SourceAlphaBlend = D3D11.BlendOption.One; blendDesc.RenderTarget[0].DestinationAlphaBlend = D3D11.BlendOption.One; blendDesc.RenderTarget[0].AlphaBlendOperation = D3D11.BlendOperation.Add; blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11.ColorWriteMaskFlags.All; #endif // RenderTarget[0].BlendOpSharpDX.Direct3D11.BlendOperation.Add RenderTarget[0].SrcBlendAlphaSharpDX.Direct3D11.BlendOption.One // RenderTarget[0].DestBlendAlphaSharpDX.Direct3D11.BlendOption.Zero RenderTarget[0].BlendOpAlphaSharpDX.Direct3D11.BlendOperation.Add // RenderTarget[0].RenderTargetWriteMaskSharpDX.Direct3D11.ColorWriteMaskFlags.All blendState = new D3D11.BlendState(device, blendDesc); rasterizerState = new D3D11.RasterizerState(device, rasterDesc); }