コード例 #1
0
        public override void Start()
        {
            base.Start();

            customEffect = EffectSystem.LoadEffect("Effect").WaitForResult();
            customEffectInstance = new EffectInstance(customEffect);

            spriteBatch = new SpriteBatch(GraphicsDevice) { VirtualResolution = new Vector3(1) };

            // set fixed parameters once
            customEffectInstance.Parameters.Set(TexturingKeys.Sampler, samplerState);
            customEffectInstance.Parameters.Set(EffectKeys.Center, new Vector2(0.5f, 0.5f));
            customEffectInstance.Parameters.Set(EffectKeys.Frequency, 40);
            customEffectInstance.Parameters.Set(EffectKeys.Spread, 0.5f);
            customEffectInstance.Parameters.Set(EffectKeys.Amplitude, 0.015f);
            customEffectInstance.Parameters.Set(EffectKeys.InvAspectRatio, GraphicsDevice.Presenter.BackBuffer.Height / (float)GraphicsDevice.Presenter.BackBuffer.Width);

            // NOTE: Linear-Wrap sampling is not available for non-square non-power-of-two textures on opengl es 2.0
            samplerState = SamplerState.New(GraphicsDevice, new SamplerStateDescription(TextureFilter.Linear, TextureAddressMode.Clamp));
            
            // Add Effect rendering to the end of the pipeline
            var scene = SceneSystem.SceneInstance.Scene;
            var compositor = ((SceneGraphicsCompositorLayers)scene.Settings.GraphicsCompositor);
            renderer = new SceneDelegateRenderer(RenderQuad);
            compositor.Master.Renderers.Add(renderer);
        }
コード例 #2
0
        /// <summary>
        /// Gets (or creates) an entry to the DescriptorSetLayout and gets its index.
        /// </summary>
        /// <returns>The future entry index.</returns>
        public void AddBinding(ParameterKey key, string logicalGroup, EffectParameterClass @class, EffectParameterType type, int arraySize = 1, SamplerState immutableSampler = null)
        {
            hashBuilder.Write(key.Name);
            hashBuilder.Write(@class);
            hashBuilder.Write(arraySize);

            ElementCount += arraySize;
            Entries.Add(new Entry { Key = key, LogicalGroup = logicalGroup, Class = @class, Type = type, ArraySize = arraySize, ImmutableSampler = immutableSampler });
        }
コード例 #3
0
        /// <summary>
        /// Sets a sampler state descriptor.
        /// </summary>
        /// <param name="slot">The slot.</param>
        /// <param name="samplerState">The sampler state.</param>
        public void SetSamplerState(int slot, SamplerState samplerState)
        {
            // For now, immutable samplers appears in the descriptor set and should be ignored
            // TODO GRAPHICS REFACTOR can't we just hide them somehow?
            var bindingSlot = BindingOffsets[slot];
            if (bindingSlot == -1)
                return;

            Device.NativeDevice.CopyDescriptorsSimple(1, SamplerStart + BindingOffsets[slot], samplerState.NativeSampler, DescriptorHeapType.Sampler);
        }
コード例 #4
0
ファイル: SamplerState.cs プロジェクト: h78hy78yhoi8j/xenko
 public static SamplerState New(GraphicsDevice graphicsDevice, SamplerStateDescription samplerStateDescription)
 {
     // Store SamplerState in a cache (D3D seems to have quite bad concurrency when using CreateSampler while rendering)
     SamplerState samplerState;
     lock (graphicsDevice.CachedSamplerStates)
     {
         if (graphicsDevice.CachedSamplerStates.TryGetValue(samplerStateDescription, out samplerState))
         {
             // TODO: Appropriate destroy
             samplerState.AddReferenceInternal();
         }
         else
         {
             samplerState = new SamplerState(graphicsDevice, samplerStateDescription);
             graphicsDevice.CachedSamplerStates.Add(samplerStateDescription, samplerState);
         }
     }
     return samplerState;
 }
コード例 #5
0
        internal void Apply(bool hasMipmap, SamplerState oldSamplerState, TextureTarget target)
        {
#if SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES
            // TODO: support texture array, 3d and cube
            if (!GraphicsDevice.IsOpenGLES2)
#endif
            {
                if (Description.MinMipLevel != oldSamplerState.Description.MinMipLevel)
                    GL.TexParameter(target, TextureParameterName.TextureMinLod, Description.MinMipLevel);
                if (Description.MaxMipLevel != oldSamplerState.Description.MaxMipLevel)
                    GL.TexParameter(target, TextureParameterName.TextureMaxLod, Description.MaxMipLevel);
                if (textureWrapR != oldSamplerState.textureWrapR)
                    GL.TexParameter(target, TextureParameterName.TextureWrapR, (int)textureWrapR);
                if (compareFunc != oldSamplerState.compareFunc)
                    GL.TexParameter(target, TextureParameterName.TextureCompareFunc, (int)compareFunc);
            }

#if !SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES
            if (borderColor != oldSamplerState.borderColor)
                GL.TexParameter(target, TextureParameterName.TextureBorderColor, borderColor);
            if (Description.MipMapLevelOfDetailBias != oldSamplerState.Description.MipMapLevelOfDetailBias)
                GL.TexParameter(target, TextureParameterName.TextureLodBias, Description.MipMapLevelOfDetailBias);
            if (minFilter != oldSamplerState.minFilter)
                GL.TexParameter(target, TextureParameterName.TextureMinFilter, (int)minFilter);
#else
            // On OpenGL ES, we need to choose the appropriate min filter ourself if the texture doesn't contain mipmaps (done at PreDraw)
            if (minFilter != oldSamplerState.minFilter)
                GL.TexParameter(target, TextureParameterName.TextureMinFilter, hasMipmap ? (int)minFilter : (int)minFilterNoMipmap);
#endif

#if !SILICONSTUDIO_PLATFORM_IOS
            if (Description.MaxAnisotropy != oldSamplerState.Description.MaxAnisotropy)
                GL.TexParameter(target, (TextureParameterName)OpenTK.Graphics.ES20.ExtTextureFilterAnisotropic.TextureMaxAnisotropyExt, Description.MaxAnisotropy);
#endif
            if (magFilter != oldSamplerState.magFilter)
                GL.TexParameter(target, TextureParameterName.TextureMagFilter, (int)magFilter);
            if (textureWrapS != oldSamplerState.textureWrapS)
                GL.TexParameter(target, TextureParameterName.TextureWrapS, (int)textureWrapS);
            if (textureWrapT != oldSamplerState.textureWrapT)
                GL.TexParameter(target, TextureParameterName.TextureWrapT, (int)textureWrapT);
        }
コード例 #6
0
 /// <summary>
 /// Draws a fullscreen texture using the specified sampler
 /// and the texture color multiplied by a custom color. See <see cref="Draw+a+texture"/> to learn how to use it.
 /// </summary>
 /// <param name="texture">The texture. Expecting an instance of <see cref="Texture"/>.</param>
 /// <param name="sampler">The sampler.</param>
 /// <param name="color">The color.</param>
 /// <param name="applyEffectStates">The flag to apply effect states.</param>
 public static void DrawTexture(this GraphicsContext graphicsContext, Texture texture, SamplerState sampler, Color4 color, BlendStateDescription? blendState = null)
 {
     graphicsContext.CommandList.GraphicsDevice.PrimitiveQuad.Draw(graphicsContext, texture, sampler, color, blendState);
 }
コード例 #7
0
 /// <summary>
 /// Draws a fullscreen texture using the specified sampler. See <see cref="Draw+a+texture"/> to learn how to use it.
 /// </summary>
 /// <param name="texture">The texture. Expecting an instance of <see cref="Texture"/>.</param>
 /// <param name="sampler">The sampler.</param>
 /// <param name="applyEffectStates">The flag to apply effect states.</param>
 public static void DrawTexture(this GraphicsContext graphicsContext, Texture texture, SamplerState sampler, BlendStateDescription? blendState = null)
 {
     graphicsContext.DrawTexture(texture, sampler, Color4.White, blendState);
 }
コード例 #8
0
ファイル: DescriptorSet.cs プロジェクト: cg123/xenko
 /// <summary>
 /// Sets a sampler state descriptor.
 /// </summary>
 /// <param name="slot">The slot.</param>
 /// <param name="samplerState">The sampler state.</param>
 public void SetSamplerState(int slot, SamplerState samplerState)
 {
     HeapObjects[DescriptorStartOffset + slot].Value = samplerState;
 }
コード例 #9
0
ファイル: CommandList.Direct3D.cs プロジェクト: cg123/xenko
        /// <summary>
        ///     Sets a sampler state to the shader pipeline.
        /// </summary>
        /// <param name="stage">The shader stage.</param>
        /// <param name="slot">The binding slot.</param>
        /// <param name="samplerState">The sampler state to set.</param>
        internal void SetSamplerState(ShaderStage stage, int slot, SamplerState samplerState)
        {
            if (stage == ShaderStage.None)
                throw new ArgumentException("Cannot use Stage.None", "stage");
            int stageIndex = (int)stage - 1;

            int slotIndex = stageIndex * SamplerStateCount + slot;
            if (samplerStates[slotIndex] != samplerState)
            {
                samplerStates[slotIndex] = samplerState;
                shaderStages[stageIndex].SetSampler(slot, samplerState != null ? (SharpDX.Direct3D11.SamplerState)samplerState.NativeDeviceChild : null);
            }
        }
コード例 #10
0
 /// <summary>
 /// Sets a sampler state to the shader pipeline.
 /// </summary>
 /// <param name="stage">The shader stage.</param>
 /// <param name="slot">The binding slot.</param>
 /// <param name="samplerState">The sampler state to set.</param>
 public void SetSamplerState(ShaderStage stage, int slot, SamplerState samplerState)
 {
     throw new NotImplementedException();
 }
コード例 #11
0
ファイル: SpriteBatch.cs プロジェクト: sonicviz/xenko
        /// <summary>
        /// Begins a sprite batch rendering using the specified sorting mode and blend state, sampler, depth stencil, rasterizer state objects, plus a custom effect and a 2D transformation matrix. Passing null for any of the state objects selects the default default state objects (BlendState.AlphaBlend, DepthStencilState.Default, RasterizerState.CullCounterClockwise, SamplerState.LinearClamp). Passing a null effect selects the default SpriteBatch Class shader.
        /// </summary>
        /// <param name="viewMatrix">The view matrix to use for the batch session</param>
        /// <param name="projectionMatrix">The projection matrix to use for the batch session</param>
        /// <param name="sortMode">The sprite drawing order to use for the batch session</param>
        /// <param name="blendState">The blending state to use for the batch session</param>
        /// <param name="samplerState">The sampling state to use for the batch session</param>
        /// <param name="depthStencilState">The depth stencil state to use for the batch session</param>
        /// <param name="rasterizerState">The rasterizer state to use for the batch session</param>
        /// <param name="effect">The effect to use for the batch session</param>
        /// <param name="parameterCollectionGroup">The parameter collection group.</param>
        /// <param name="stencilValue">The value of the stencil buffer to take as reference for the batch session</param>
        public void Begin(Matrix viewMatrix, Matrix projectionMatrix, SpriteSortMode sortMode = SpriteSortMode.Deferred, BlendState blendState = null, SamplerState samplerState = null, DepthStencilState depthStencilState = null, RasterizerState rasterizerState = null, Effect effect = null, EffectParameterCollectionGroup parameterCollectionGroup = null, int stencilValue = 0)
        {
            CheckEndHasBeenCalled("begin");

            userViewMatrix       = viewMatrix;
            userProjectionMatrix = projectionMatrix;

            Begin(effect, parameterCollectionGroup, sortMode, blendState, samplerState, depthStencilState, rasterizerState, stencilValue);
        }
コード例 #12
0
        private void InitializeFromImpl(DataBox[] dataBoxes = null)
        {
            if (ParentTexture != null)
            {
                TextureId = ParentTexture.TextureId;

                // copy parameters
                TextureInternalFormat = ParentTexture.TextureInternalFormat;
                TextureFormat = ParentTexture.TextureFormat;
                TextureType = ParentTexture.TextureType;
                TextureTarget = ParentTexture.TextureTarget;
                DepthPitch = ParentTexture.DepthPitch;
                RowPitch = ParentTexture.RowPitch;
                IsDepthBuffer = ParentTexture.IsDepthBuffer;
                HasStencil = ParentTexture.HasStencil;
                IsRenderbuffer = ParentTexture.IsRenderbuffer;

                stencilId = ParentTexture.StencilId;
                pixelBufferObjectId = ParentTexture.PixelBufferObjectId;
            }

            if (TextureId == 0)
            {
                switch (Dimension)
                {
                    case TextureDimension.Texture1D:
#if !SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES
                        if (ArraySize > 1)
                            throw new PlatformNotSupportedException("Texture1DArray is not implemented under OpenGL");
                        TextureTarget = TextureTarget.Texture1D;
                        break;
#endif
                    case TextureDimension.Texture2D:
                        TextureTarget = ArraySize > 1 ? TextureTarget.Texture2DArray : TextureTarget.Texture2D;
                        break;
                    case TextureDimension.Texture3D:
                        TextureTarget = TextureTarget.Texture3D;
                        break;
                    case TextureDimension.TextureCube:
                        if (ArraySize > 6)
                            throw new PlatformNotSupportedException("TextureCubeArray is not implemented under OpenGL");
                        TextureTarget = TextureTarget.TextureCubeMap;
                        break;
                    default:
                        throw new ArgumentOutOfRangeException();
                }

                bool compressed;
                OpenGLConvertExtensions.ConvertPixelFormat(GraphicsDevice, ref textureDescription.Format, out TextureInternalFormat, out TextureFormat, out TextureType, out TexturePixelSize, out compressed);

                DepthPitch = Description.Width * Description.Height * TexturePixelSize;
                RowPitch = Description.Width * TexturePixelSize;

                if ((Description.Flags & TextureFlags.DepthStencil) != 0)
                {
                    IsDepthBuffer = true;
                    HasStencil = InternalHasStencil(Format);
                }
                else
                {
                    IsDepthBuffer = false;
                    HasStencil = false;
                }

                if ((Description.Flags & TextureFlagsCustomResourceId) != 0)
                    return;

                using (var openglContext = GraphicsDevice.UseOpenGLCreationContext())
                {
                    // Depth texture are render buffer for now
                    // TODO: enable switch
                    if ((Description.Flags & TextureFlags.DepthStencil) != 0 && (Description.Flags & TextureFlags.ShaderResource) == 0)
                    {
                        RenderbufferStorage depth, stencil;
                        ConvertDepthFormat(GraphicsDevice, Description.Format, out depth, out stencil);

                        GL.GenRenderbuffers(1, out TextureId);
                        GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, TextureId);
                        GL.RenderbufferStorage(RenderbufferTarget.Renderbuffer, depth, Width, Height);

                        if (stencil != 0)
                        {
                            // separate stencil
                            GL.GenRenderbuffers(1, out stencilId);
                            GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, stencilId);
                            GL.RenderbufferStorage(RenderbufferTarget.Renderbuffer, stencil, Width, Height);
                        }
                        else if (HasStencil)
                        {
                            // depth+stencil in a single texture
                            stencilId = TextureId;
                        }

                        GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, 0);

                        IsRenderbuffer = true;
                        return;
                    }

                    IsRenderbuffer = false;

                    TextureTotalSize = ComputeBufferTotalSize();

                    if (Description.Usage == GraphicsResourceUsage.Staging)
                    {
                        InitializeStagingPixelBufferObject(dataBoxes);
                        return;
                    }

                    GL.GenTextures(1, out TextureId);
                    GL.BindTexture(TextureTarget, TextureId);

                    // No filtering on depth buffer
                    if ((Description.Flags & (TextureFlags.RenderTarget | TextureFlags.DepthStencil)) != TextureFlags.None)
                    {
                        GL.TexParameter(TextureTarget, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest);
                        GL.TexParameter(TextureTarget, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest);
                        GL.TexParameter(TextureTarget, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
                        GL.TexParameter(TextureTarget, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
                        BoundSamplerState = GraphicsDevice.SamplerStates.PointClamp;

                        if (HasStencil)
                        {
                            // depth+stencil in a single texture
                            stencilId = TextureId;
                        }
                    }
#if SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES
                    else if (Description.MipLevels <= 1)
                    {
                        GL.TexParameter(TextureTarget, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest);
                        GL.TexParameter(TextureTarget, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
                    }
#endif

#if SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES
                    if (!GraphicsDevice.IsOpenGLES2)
#endif
                    {
                        GL.TexParameter(TextureTarget, TextureParameterName.TextureBaseLevel, 0);
                        GL.TexParameter(TextureTarget, TextureParameterName.TextureMaxLevel, Description.MipLevels - 1);
                    }

                    if (Description.MipLevels == 0)
                        throw new NotImplementedException();

                    var setSize = TextureSetSize(TextureTarget);

                    for (var arrayIndex = 0; arrayIndex < Description.ArraySize; ++arrayIndex)
                    {
                        var offsetArray = arrayIndex*Description.MipLevels;
                        for (int i = 0; i < Description.MipLevels; ++i)
                        {
                            DataBox dataBox;
                            var width = CalculateMipSize(Description.Width, i);
                            var height = CalculateMipSize(Description.Height, i);
                            var depth = CalculateMipSize(Description.Depth, i);
                            if (dataBoxes != null && i < dataBoxes.Length)
                            {
                                if (setSize > 1 && !compressed && dataBoxes[i].RowPitch != width*TexturePixelSize)
                                    throw new NotSupportedException("Can't upload texture with pitch in glTexImage2D/3D.");
                                // Might be possible, need to check API better.
                                dataBox = dataBoxes[offsetArray + i];
                            }
                            else
                            {
                                dataBox = new DataBox();
                            }

                            switch (TextureTarget)
                            {
#if !SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES
                                case TextureTarget.Texture1D:
                                    if (compressed)
                                    {
                                        GL.CompressedTexImage1D(TextureTarget, i, TextureInternalFormat, width, 0, dataBox.SlicePitch, dataBox.DataPointer);
                                    }
                                    else
                                    {
                                        GL.TexImage1D(TextureTarget, i, TextureInternalFormat, width, 0, TextureFormat, TextureType, dataBox.DataPointer);
                                    }
                                    break;
#endif
                                case TextureTarget.Texture2D:
                                case TextureTarget.TextureCubeMap:
                                {
                                    var dataSetTarget = GetTextureTargetForDataSet2D(TextureTarget, arrayIndex);
                                    if (compressed)
                                    {
                                        GL.CompressedTexImage2D(dataSetTarget, i, (CompressedInternalFormat2D)TextureInternalFormat, width, height, 0, dataBox.SlicePitch, dataBox.DataPointer);
                                    }
                                    else
                                    {
                                        GL.TexImage2D(dataSetTarget, i, (TextureComponentCount2D)TextureInternalFormat, width, height, 0, TextureFormat, TextureType, dataBox.DataPointer);
                                    }
                                    break;
                                }
                                case TextureTarget.Texture3D:
                                {
                                    if (compressed)
                                    {
                                        GL.CompressedTexImage3D((TextureTarget3d)TextureTarget, i, (CompressedInternalFormat3D)TextureInternalFormat, width, height, depth, 0, dataBox.SlicePitch, dataBox.DataPointer);
                                    }
                                    else
                                    {
                                        GL.TexImage3D((TextureTarget3d)TextureTarget, i, (TextureComponentCount3D)TextureInternalFormat, width, height, depth, 0, TextureFormat, TextureType, dataBox.DataPointer);
                                    }
                                    break;
                                }
                                case TextureTarget.Texture2DArray:
                                {
                                    // We create all array slices at once, but upload them one by one
                                    if (arrayIndex == 0)
                                    {
                                        if (compressed)
                                        {
                                            GL.CompressedTexImage3D((TextureTarget3d)TextureTarget, i, (CompressedInternalFormat3D)TextureInternalFormat, width, height, ArraySize, 0, 0, IntPtr.Zero);
                                        }
                                        else
                                        {
                                            GL.TexImage3D((TextureTarget3d)TextureTarget, i, (TextureComponentCount3D)TextureInternalFormat, width, height, ArraySize, 0, TextureFormat, TextureType, IntPtr.Zero);
                                        }
                                    }

                                    if (dataBox.DataPointer != IntPtr.Zero)
                                    {
                                        if (compressed)
                                        {
                                            GL.CompressedTexSubImage3D((TextureTarget3d)TextureTarget, i, 0, 0, arrayIndex, width, height, 1, TextureFormat, dataBox.SlicePitch, dataBox.DataPointer);
                                        }
                                        else
                                        {
                                            GL.TexSubImage3D((TextureTarget3d)TextureTarget, i, 0, 0, arrayIndex, width, height, 1, TextureFormat, TextureType, dataBox.DataPointer);
                                        }
                                    }
                                    break;
                                }
                            }
                        }
                    }
                    GL.BindTexture(TextureTarget, 0);
                    if (openglContext.CommandList != null)
                    {
                        // If we messed up with some states of a command list, mark dirty states
                        openglContext.CommandList.boundShaderResourceViews[openglContext.CommandList.activeTexture] = null;
                    }
                }

                GraphicsDevice.TextureMemory += (Depth * DepthStride) / (float)0x100000;
            }
        }
コード例 #13
0
        /// <summary>
        /// Sets a sampler state to the shader pipeline.
        /// </summary>
        /// <param name="stage">The shader stage.</param>
        /// <param name="slot">The binding slot.</param>
        /// <param name="samplerState">The sampler state to set.</param>
        public void SetSamplerState(ShaderStage stage, int slot, SamplerState samplerState)
        {
#if DEBUG
            GraphicsDevice.EnsureContextActive();
#endif

            samplerStates[slot] = samplerState;
        }
コード例 #14
0
        /// <summary>
        /// Draws a quad with a texture. This Draw method is using a simple pixel shader that is sampling the texture.
        /// </summary>
        /// <param name="texture">The texture to draw.</param>
        /// <param name="samplerState">State of the sampler. If null, default sampler is <see cref="SamplerStateFactory.LinearClamp" />.</param>
        /// <param name="color">The color.</param>
        /// <param name="applyEffectStates">The flag to apply effect states.</param>
        /// <exception cref="System.ArgumentException">Expecting a Texture;texture</exception>
        public void Draw(GraphicsContext graphicsContext, Texture texture, SamplerState samplerState, Color4 color, BlendStateDescription? blendState = null)
        {
            pipelineState.State.RootSignature = simpleEffect.RootSignature;
            pipelineState.State.EffectBytecode = simpleEffect.Effect.Bytecode;
            pipelineState.State.BlendState = blendState ?? BlendStates.Default;
            pipelineState.State.Output.CaptureState(graphicsContext.CommandList);
            pipelineState.Update();
            graphicsContext.CommandList.SetPipelineState(pipelineState.CurrentState);

            // Make sure that we are using our vertex shader
            simpleEffect.Parameters.Set(SpriteEffectKeys.Color, color);
            simpleEffect.Parameters.Set(TexturingKeys.Texture0, texture);
            simpleEffect.Parameters.Set(TexturingKeys.Sampler, samplerState ?? GraphicsDevice.SamplerStates.LinearClamp);
            simpleEffect.Apply(graphicsContext);

            Draw(graphicsContext.CommandList);

            // TODO ADD QUICK UNBIND FOR SRV
            //GraphicsDevice.Context.PixelShader.SetShaderResource(0, null);
        }
コード例 #15
0
ファイル: PrimitiveQuad.cs プロジェクト: h78hy78yhoi8j/xenko
        /// <summary>
        /// Draws a quad with a texture. This Draw method is using a simple pixel shader that is sampling the texture.
        /// </summary>
        /// <param name="texture">The texture to draw.</param>
        /// <param name="samplerState">State of the sampler. If null, default sampler is <see cref="SamplerStateFactory.LinearClamp" />.</param>
        /// <param name="color">The color.</param>
        /// <param name="applyEffectStates">The flag to apply effect states.</param>
        /// <exception cref="System.ArgumentException">Expecting a Texture;texture</exception>
        public void Draw(Texture texture, SamplerState samplerState, Color4 color, bool applyEffectStates = false)
        {
            // Make sure that we are using our vertex shader
            parameters.Set(SpriteEffectKeys.Color, color);
            parameters.Set(TexturingKeys.Texture0, texture);
            parameters.Set(TexturingKeys.Sampler, samplerState ?? GraphicsDevice.SamplerStates.LinearClamp);
            simpleEffect.Apply(GraphicsDevice, parameterCollectionGroup, applyEffectStates);
            Draw();

            // TODO ADD QUICK UNBIND FOR SRV
            //GraphicsDevice.Context.PixelShader.SetShaderResource(0, null);
        }
コード例 #16
0
ファイル: Texture.OpenGL.cs プロジェクト: psowinski/xenko
        private void InitializeFromImpl(DataBox[] dataBoxes = null)
        {
            if (ParentTexture != null)
            {
                resourceId = ParentTexture.ResourceId;

                // copy parameters
                InternalFormat = ParentTexture.InternalFormat;
                FormatGl = ParentTexture.FormatGl;
                Type = ParentTexture.Type;
                Target = ParentTexture.Target;
                DepthPitch = ParentTexture.DepthPitch;
                RowPitch = ParentTexture.RowPitch;
                IsDepthBuffer = ParentTexture.IsDepthBuffer;
                HasStencil = ParentTexture.HasStencil;
                IsRenderbuffer = ParentTexture.IsRenderbuffer;

                resourceIdStencil = ParentTexture.ResourceIdStencil;
                pixelBufferObjectId = ParentTexture.PixelBufferObjectId;
            }

            if (resourceId == 0)
            {
                switch (Dimension)
                {
                    case TextureDimension.Texture1D:
#if !SILICONSTUDIO_PLATFORM_MONO_MOBILE
                        Target = TextureTarget.Texture1D;
                        break;
#endif
                    case TextureDimension.Texture2D:
                        Target = TextureTarget.Texture2D;
                        break;
                    case TextureDimension.Texture3D:
                        Target = TextureTarget.Texture3D;
                        break;
                    case TextureDimension.TextureCube:
                        Target = TextureTarget.TextureCubeMap;
                        break;
                    default:
                        throw new ArgumentOutOfRangeException();
                }

                PixelInternalFormat internalFormat;
                PixelFormatGl format;
                PixelType type;
                int pixelSize;
                bool compressed;
                OpenGLConvertExtensions.ConvertPixelFormat(GraphicsDevice, ref textureDescription.Format, out internalFormat, out format, out type, out pixelSize, out compressed);

                InternalFormat = internalFormat;
                FormatGl = format;
                Type = type;
                DepthPitch = Description.Width * Description.Height * pixelSize;
                RowPitch = Description.Width * pixelSize;

                if ((Description.Flags & TextureFlags.DepthStencil) != 0)
                {
                    IsDepthBuffer = true;
                    HasStencil = InternalHasStencil(Format);
                }
                else
                {
                    IsDepthBuffer = false;
                    HasStencil = false;
                }

                if ((Description.Flags & TextureFlagsCustomResourceId) != 0)
                    return;

                using (GraphicsDevice.UseOpenGLCreationContext())
                {
                    // Depth texture are render buffer for now
                    // TODO: enable switch
                    if ((Description.Flags & TextureFlags.DepthStencil) != 0 && (Description.Flags & TextureFlags.ShaderResource) == 0)
                    {
                        RenderbufferStorage depth, stencil;
                        ConvertDepthFormat(GraphicsDevice, Description.Format, out depth, out stencil);

                        GL.GenRenderbuffers(1, out resourceId);
                        GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, resourceId);
                        GL.RenderbufferStorage(RenderbufferTarget.Renderbuffer, depth, Width, Height);

                        if (stencil != 0)
                        {
                            // separate stencil
                            GL.GenRenderbuffers(1, out resourceIdStencil);
                            GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, resourceIdStencil);
                            GL.RenderbufferStorage(RenderbufferTarget.Renderbuffer, stencil, Width, Height);
                        }
                        else if (HasStencil)
                        {
                            // depth+stencil in a single texture
                            resourceIdStencil = resourceId;
                        }

                        GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, 0);

                        IsRenderbuffer = true;
                        return;
                    }
                    else
                    {
                        GL.GenTextures(1, out resourceId);
                        GL.BindTexture(Target, resourceId);

                        IsRenderbuffer = false;
                    }

                    // No filtering on depth buffer
                    if ((Description.Flags & (TextureFlags.RenderTarget | TextureFlags.DepthStencil)) != TextureFlags.None)
                    {
                        GL.TexParameter(Target, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest);
                        GL.TexParameter(Target, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest);
                        GL.TexParameter(Target, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
                        GL.TexParameter(Target, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
                        BoundSamplerState = GraphicsDevice.SamplerStates.PointClamp;
                    }
#if SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES
                    else if (Description.MipLevels <= 1)
                    {
                        GL.TexParameter(Target, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest);
                        GL.TexParameter(Target, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
                    }
#endif

#if SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES
                    if (!GraphicsDevice.IsOpenGLES2)
#endif
                    {
                        GL.TexParameter(Target, TextureParameterName.TextureBaseLevel, 0);
                        GL.TexParameter(Target, TextureParameterName.TextureMaxLevel, Description.MipLevels - 1);
                    }

                    if (Description.MipLevels == 0)
                        throw new NotImplementedException();

                    var setSize = TextureSetSize(Target);

                    for (var arrayIndex = 0; arrayIndex < Description.ArraySize; ++arrayIndex)
                    {
                        var offsetArray = arrayIndex*Description.MipLevels;
                        for (int i = 0; i < Description.MipLevels; ++i)
                        {
                            IntPtr data = IntPtr.Zero;
                            var width = CalculateMipSize(Description.Width, i);
                            var height = CalculateMipSize(Description.Height, i);
                            if (dataBoxes != null && i < dataBoxes.Length)
                            {
                                if (setSize > 1 && !compressed && dataBoxes[i].RowPitch != width*pixelSize)
                                    throw new NotSupportedException("Can't upload texture with pitch in glTexImage2D.");
                                // Might be possible, need to check API better.
                                data = dataBoxes[offsetArray + i].DataPointer;
                            }

                            if (setSize == 2)
                            {
                                var dataSetTarget = GetTextureTargetForDataSet2D(Target, arrayIndex);
                                if (compressed)
                                {
                                    GL.CompressedTexImage2D(dataSetTarget, i, (CompressedInternalFormat2D)internalFormat,
                                        width, height, 0, dataBoxes[offsetArray + i].SlicePitch, data);
                                }
                                else
                                {
                                    GL.TexImage2D(dataSetTarget, i, internalFormat, width, height, 0, format, type, data);
                                }
                            }
                            else if (setSize == 3)
                            {
                                var dataSetTarget = GetTextureTargetForDataSet3D(Target);
                                var depth = Target == TextureTarget.Texture2DArray ? Description.Depth : CalculateMipSize(Description.Depth, i); // no depth mipmaps in Texture2DArray
                                if (compressed)
                                {
                                    GL.CompressedTexImage3D(dataSetTarget, i, (CompressedInternalFormat3D)internalFormat,
                                        width, height, depth, 0, dataBoxes[offsetArray + i].SlicePitch, data);
                                }
                                else
                                {
                                    GL.TexImage3D(dataSetTarget, i, (TextureComponentCount3D)internalFormat,
                                        width, height, depth, 0, format, type, data);
                                }
                            }
#if !SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES
                            else if (setSize == 1)
                            {
                                if (compressed)
                                {
                                    GL.CompressedTexImage1D(TextureTarget.Texture1D, i, internalFormat,
                                        width, 0, dataBoxes[offsetArray + i].SlicePitch, data);
                                }
                                else
                                {
                                    GL.TexImage1D(TextureTarget.Texture1D, i, internalFormat,
                                        width, 0, format, type, data);
                                }
                            }
#endif
                        }
                    }
                    GL.BindTexture(Target, 0);

                    InitializePixelBufferObject();
                }

                GraphicsDevice.TextureMemory += (Depth * DepthStride) / (float)0x100000;
            }
        }
コード例 #17
0
ファイル: SpriteBatch.cs プロジェクト: sonicviz/xenko
 /// <summary>
 /// Begins a sprite batch rendering using the specified sorting mode and blend state, sampler, depth stencil, rasterizer state objects, plus a custom effect and a 2D transformation matrix. Passing null for any of the state objects selects the default default state objects (BlendState.AlphaBlend, DepthStencilState.Default, RasterizerState.CullCounterClockwise, SamplerState.LinearClamp). Passing a null effect selects the default SpriteBatch Class shader.
 /// </summary>
 /// <param name="viewMatrix">The view matrix to use for the batch session</param>
 /// <param name="sortMode">The sprite drawing order to use for the batch session</param>
 /// <param name="blendState">The blending state to use for the batch session</param>
 /// <param name="samplerState">The sampling state to use for the batch session</param>
 /// <param name="depthStencilState">The depth stencil state to use for the batch session</param>
 /// <param name="rasterizerState">The rasterizer state to use for the batch session</param>
 /// <param name="effect">The effect to use for the batch session</param>
 /// <param name="parameterCollectionGroup">The parameter collection group.</param>
 /// <param name="stencilValue">The value of the stencil buffer to take as reference for the batch session</param>
 public void Begin(Matrix viewMatrix, SpriteSortMode sortMode = SpriteSortMode.Deferred, BlendState blendState = null, SamplerState samplerState = null, DepthStencilState depthStencilState = null, RasterizerState rasterizerState = null, Effect effect = null, EffectParameterCollectionGroup parameterCollectionGroup = null, int stencilValue = 0)
 {
     UpdateDefaultProjectionMatrix();
     Begin(viewMatrix, defaultProjectionMatrix, sortMode, blendState, samplerState, depthStencilState, rasterizerState, effect, parameterCollectionGroup, stencilValue);
 }