public void Update(IPluginIO pin, DX11RenderContext context) { if (this.spreadmax == 0) { return; } if (this.FInvalidate || !this.FOutput[0].Contains(context)) { int count = this.ffixed ? this.FCount.IOObject[0] : this.FInData.SliceCount; if (this.FOutput[0].Contains(context)) { if (this.FOutput[0][context].ElementCount != count) { this.FOutput[0].Dispose(context); } } if (!this.FOutput[0].Contains(context)) { if (count > 0) { this.FOutput[0][context] = new DX11DynamicStructuredBuffer <T>(context, count); this.FValid[0] = true; } else { this.FValid[0] = false; return; } } DX11DynamicStructuredBuffer <T> b = this.FOutput[0][context]; if (this.tempbuffer.Length != count) { Array.Resize <T>(ref this.tempbuffer, count); } //If fixed or if size is the same, we can do a direct copy bool needconvert = ((this.ffixed && count != this.FInData.SliceCount)) || this.NeedConvert; try { if (needconvert) { this.WriteArray(count); b.WriteData(this.tempbuffer); } else { b.WriteData(this.FInData.Stream.Buffer, 0, this.FInData.SliceCount); } } catch (Exception ex) { } } }
public void Update(IPluginIO pin, DX11RenderContext context) { if (this.FInvalidate) { Device device = context.Device; if (this.FOutput[0].Contains(context)) { if (this.FOutput[0][context].ElementCount != FInCount[0]) { if (this.FInCount[0] > 0) { this.FOutput[0].Dispose(context); this.FOutput[0][context] = new DX11DynamicStructuredBuffer <T>(context, FInCount[0]); } } } else { if (this.FInCount[0] > 0) { this.FOutput[0][context] = new DX11DynamicStructuredBuffer <T>(context, FInCount[0]); } } if (this.FInCount[0] > 0) { DX11DynamicStructuredBuffer <T> b = this.FOutput[0][context]; b.WriteData(this.m_data); } } }
private void WriteToBuffer <T>(DX11Resource <IDX11ReadableStructureBuffer> bufferResource, DX11RenderContext context, T[] bufferToCopy, int elementCount) where T : struct { if (this.FBufferType[0] == DX11BufferUploadType.Dynamic) { DX11DynamicStructuredBuffer <T> b = (DX11DynamicStructuredBuffer <T>)bufferResource[context]; b.WriteData(bufferToCopy, 0, elementCount); } else if (this.FBufferType[0] == DX11BufferUploadType.Default) { DX11CopyDestStructuredBuffer <T> b = (DX11CopyDestStructuredBuffer <T>)bufferResource[context]; b.WriteData(bufferToCopy, 0, elementCount); } }
public void Update(IPluginIO pin, DX11RenderContext context) { if (this.FInvalidate || !this.FOutput[0].Contains(context)) { int count = this.ffixed ? this.FCount.IOObject[0] : this.FInData.SliceCount; if (this.FOutput[0].Contains(context)) { if (this.FOutput[0][context].ElementCount != count) { this.FOutput[0].Dispose(context); } } if (!this.FOutput[0].Contains(context)) { if (count > 0) { this.FOutput[0][context] = new DX11DynamicStructuredBuffer <T>(context, count); this.FValid[0] = true; } else { this.FValid[0] = false; return; } } DX11DynamicStructuredBuffer <T> b = this.FOutput[0][context]; if (this.tempbuffer.Length != count) { Array.Resize <T>(ref this.tempbuffer, count); } this.WriteArray(count); b.WriteData(this.tempbuffer); } }
public void Update(DX11RenderContext context) { if (this.spreadmax == 0) { return; } if (this.FInvalidate || !this.FOutput[0].Contains(context)) { int count = this.ffixed ? this.FCount.IOObject[0] : this.FInData.SliceCount; if (this.FOutput[0].Contains(context)) { if (this.FOutput[0][context].ElementCount != count || this.bufferType != this.FBufferType[0] || this.FOutput[0][context] is DX11ImmutableStructuredBuffer <T> ) { this.FOutput[0].Dispose(context); } } if (this.tempbuffer.Length != count) { Array.Resize <T>(ref this.tempbuffer, count); } //If fixed or if size is the same, we can do a direct copy bool needconvert = ((this.ffixed && count != this.FInData.SliceCount)) || this.NeedConvert; T[] bufferToCopy = this.FInData.Stream.Buffer; int bufferElementCount = this.FInData.SliceCount; if (needconvert) { this.WriteArray(count); bufferToCopy = this.tempbuffer; bufferElementCount = this.tempbuffer.Length; } if (!this.FOutput[0].Contains(context)) { if (count > 0) { if (this.FBufferType[0] == DX11BufferUploadType.Dynamic) { this.FOutput[0][context] = new DX11DynamicStructuredBuffer <T>(context, count); } else if (this.FBufferType[0] == DX11BufferUploadType.Default) { this.FOutput[0][context] = new DX11CopyDestStructuredBuffer <T>(context, count); } else { this.FOutput[0][context] = new DX11ImmutableStructuredBuffer <T>(context.Device, bufferToCopy, bufferToCopy.Length); } this.FValid[0] = true; this.bufferType = this.FBufferType[0]; } else { this.FValid[0] = false; return; } } bool needContextCopy = this.FBufferType[0] != DX11BufferUploadType.Immutable; if (needContextCopy) { try { if (this.FBufferType[0] == DX11BufferUploadType.Dynamic) { DX11DynamicStructuredBuffer <T> b = (DX11DynamicStructuredBuffer <T>) this.FOutput[0][context]; b.WriteData(bufferToCopy, 0, b.ElementCount); } else if (this.FBufferType[0] == DX11BufferUploadType.Default) { DX11CopyDestStructuredBuffer <T> b = (DX11CopyDestStructuredBuffer <T>) this.FOutput[0][context]; b.WriteData(bufferToCopy, 0, b.ElementCount); } } catch (Exception ex) { this.iofactory.PluginHost.Log(TLogType.Error, ex.Message); } } } }
public void Update(DX11RenderContext context) { if (!this.FTextureOutput[0].Contains(context)) { this.FTextureOutput[0][context] = new DX11DynamicTexture2D(context, this.width, this.height, SlimDX.DXGI.Format.R8G8B8A8_UNorm); this.FPCOut[0][context] = new DX11DynamicStructuredBuffer <float>(context, 640 * 480 * 6); } if (this.FInvalidate) { fixed(int *f = &this.pic[0]) { IntPtr ptr = new IntPtr(f); this.FTextureOutput[0][context].WriteData(ptr, this.width * this.height * 4); } /*fixed (float* f = &this.piccloud[0]) * {* * IntPtr ptr = new IntPtr(f);*/ DX11DynamicStructuredBuffer <float> db = (DX11DynamicStructuredBuffer <float>) this.FPCOut[0][context]; db.WriteData(this.piccloud); //} this.FInvalidate = false; } if (this.FInVoxels[0]) { if (this.FOutVoxels[0].Contains(context)) { this.FOutVoxels[0].Dispose(context); } short[] data = new short[this.VoxelResolutionX * this.VoxelResolutionY * this.VoxelResolutionZ]; this.volume.ExportVolumeBlock(0, 0, 0, this.VoxelResolutionX, this.VoxelResolutionY, this.VoxelResolutionZ, 1, data); DX11DynamicStructuredBuffer <int> b = new DX11DynamicStructuredBuffer <int>(context, this.VoxelResolutionX * this.VoxelResolutionY * this.VoxelResolutionZ); int[] idata = new int[this.VoxelResolutionX * this.VoxelResolutionY * this.VoxelResolutionZ]; for (int i = 0; i < this.VoxelResolutionX * this.VoxelResolutionY * this.VoxelResolutionZ; i++) { idata[i] = data[i]; } b.WriteData(idata); this.FOutVoxels[0][context] = b; } if (this.FInExport[0]) { if (this.FGeomOut[0].Contains(context)) { this.FGeomOut[0].Dispose(context); } if (this.volume != null) { Mesh m = this.volume.CalculateMesh(this.FInGeomVoxelStep[0]); DX11IndexedGeometry geom = new DX11IndexedGeometry(context); ReadOnlyCollection <int> inds = m.GetTriangleIndexes(); DataStream ds = new DataStream(inds.Count * 4, true, true); ds.WriteRange <int>(inds.ToArray()); ds.Position = 0; DX11IndexBuffer ibo = new DX11IndexBuffer(context, ds, false, true); ReadOnlyCollection <Microsoft.Kinect.Fusion.Vector3> pos = m.GetVertices(); ReadOnlyCollection <Microsoft.Kinect.Fusion.Vector3> norm = m.GetNormals(); //ReadOnlyCollection<int> col = m.GetColors(); DataStream dsv = new DataStream(Pos3Norm3Vertex.VertexSize * pos.Count, true, true); SlimDX.Vector3 bmin = new SlimDX.Vector3(float.MaxValue, float.MaxValue, float.MaxValue); SlimDX.Vector3 bmax = new SlimDX.Vector3(float.MinValue, float.MinValue, float.MinValue); for (int i = 0; i < pos.Count; i++) { Microsoft.Kinect.Fusion.Vector3 p = pos[i]; Microsoft.Kinect.Fusion.Vector3 n = norm[i]; dsv.Write <Microsoft.Kinect.Fusion.Vector3>(p); dsv.Write <Microsoft.Kinect.Fusion.Vector3>(n); //dsv.Write<int>(col[i]); if (p.X < bmin.X) { bmin.X = p.X; } if (p.Y < bmin.Y) { bmin.Y = p.Y; } if (p.Z < bmin.Z) { bmin.Z = p.Z; } if (p.X > bmax.X) { bmax.X = p.X; } if (p.Y > bmax.Y) { bmax.Y = p.Y; } if (p.Z > bmax.Z) { bmax.Z = p.Z; } } geom.IndexBuffer = ibo; geom.HasBoundingBox = true; geom.InputLayout = Pos3Norm3Vertex.Layout; // FusionColoredVertex.Layout; geom.Topology = SlimDX.Direct3D11.PrimitiveTopology.TriangleList; geom.VertexSize = Pos3Norm3Vertex.VertexSize; // FusionColoredVertex.VertexSize; geom.VertexBuffer = BufferHelper.CreateVertexBuffer(context, dsv, false, true); geom.VerticesCount = pos.Count; geom.BoundingBox = new BoundingBox(bmin, bmax); this.FGeomOut[0][context] = geom; m.Dispose(); } } }