예제 #1
0
        public void BeforeRender(GraphicsDevice graphics)
        {
            var device = graphics.D3DDevice;

            if (!pass.IsCompiled)
            {
                pass.Compile(graphics.Compilator);
                var vertexShaderByteCode = pass.VertexShader.ReadCompiledBytes();
                var inputSignature       = ShaderSignature.GetInputSignature(vertexShaderByteCode);

                inputLayout.Set(new InputLayout(device, inputSignature, layconst.ConstuctElements()));
                vertexShader.Set(new VertexShader(device, vertexShaderByteCode));

                if (pass.PixelShader != null)
                {
                    pixelShader.Set(new PixelShader(device, pass.PixelShader.ReadCompiledBytes()));
                }
            }

            if (!flatShadingPass.IsCompiled)
            {
                flatShadingPass.Compile(graphics.Compilator);
                if (flatShadingPass.GeometryShader != null)
                {
                    flatShadingGS.Set(new GeometryShader(device, flatShadingPass.GeometryShader.ReadCompiledBytes()));
                }
            }

            if (!wireframePass.IsCompiled)
            {
                wireframePass.Compile(graphics.Compilator);
                if (wireframePass.GeometryShader != null)
                {
                    wireframeGS.Set(new GeometryShader(device, wireframePass.GeometryShader.ReadCompiledBytes()));
                }
                if (wireframePass.GeometryShader != null)
                {
                    wireframePS.Set(new PixelShader(device, wireframePass.PixelShader.ReadCompiledBytes()));
                }
            }
        }
예제 #2
0
        protected override void Rendering(GraphicsDevice graphics, TProperties game)
        {
            var device  = graphics.D3DDevice;
            var context = graphics.ImmediateContext;

            if (!pass.IsCompiled)
            {
                pass.Compile(graphics.Compilator);
                var vertexShaderByteCode = pass.VertexShader.ReadCompiledBytes();
                vertexShader.Set(new VertexShader(device, vertexShaderByteCode));
                pixelShader.Set(new PixelShader(device, pass.PixelShader.ReadCompiledBytes()));
            }

            if (!depthStencilState.HasValue)
            {
                depthStencilState.Set(new DepthStencilState(graphics.D3DDevice, D3DDepthStencilDefinition.DepthDisabled.Description));
            }
            foreach (var en in entities)
            {
                if (en.TryGetComponent <CameraViewsComponent>(out var com))
                {
                }
            }
        }
예제 #3
0
        protected override void Rendering(GraphicsDevice graphics, TProperties game)
        {
            var context = graphics.ImmediateContext;
            var device  = graphics.D3DDevice;

            if (!VS_FS.IsCompiled)
            {
                VS_FS.Compile(graphics.Compilator);

                var vertexShaderByteCode = VS_FS.VertexShader.ReadCompiledBytes();
                var inputSignature       = ShaderSignature.GetInputSignature(vertexShaderByteCode);

                inputLayout.Set(new InputLayout(device, inputSignature, layconst.ConstuctElements()));

                vertexShader.Set(new VertexShader(device, vertexShaderByteCode));
                pixelShader.Set(new PixelShader(device, VS_FS.PixelShader.ReadCompiledBytes()));
            }
            if (!GS_ScreenFixed.IsCompiled)
            {
                GS_ScreenFixed.Compile(graphics.Compilator);
                gsScreenFixed.Set(new GeometryShader(device, GS_ScreenFixed.GeometryShader.ReadCompiledBytes()));
            }
            if (!GS_SizeFixed.IsCompiled)
            {
                GS_SizeFixed.Compile(graphics.Compilator);
                gsSizeFixed.Set(new GeometryShader(device, GS_SizeFixed.GeometryShader.ReadCompiledBytes()));
            }

            foreach (var en in entities)
            {
                var renderable = en.GetComponent <RenderableComponent>();
                var billboard  = en.GetComponent <BillboardTextComponent>();
                var transform  = en.GetComponent <TransformComponent>();

                if (!en.TryGetComponent <D3DRenderComponent>(out var render))
                {
                    render = new D3DRenderComponent();
                    en.AddComponent(render);
                }

                if (!en.TryGetComponent <InternalBillboardRenderedTextComponent>(out var renderedText) ||
                    !renderedText.IsRendered(billboard))
                {
                    renderedText = new InternalBillboardRenderedTextComponent();
                    renderedText.Render(billboard);
                    en.UpdateComponent(renderedText);

                    var image = renderedText.RenderedBitmapText;

                    var v = new Vertex()
                    {
                        Position  = billboard.Position.ToVector4(),
                        ImageSize = new Vector3(
                            new Vector2(image.Width, image.Height) * renderedText.Scale,
                            0)
                    };

                    render.VertexBuffer.Set(graphics.CreateBuffer(BindFlags.VertexBuffer, new[] { v }));
                    render.TextureResources.Set(new[] { ConvertToResource(image, graphics.TexturedLoader) });
                    if (!render.SampleState.HasValue)
                    {
                        render.SampleState.Set(graphics.CreateSampler(SamplerStateDescriptions.Default));
                    }
                }

                if (!render.BlendingState.HasValue)
                {
                    render.BlendingState.Set(new BlendState(graphics.D3DDevice, renderable.BlendStateDescription));
                }
                if (!render.DepthStencilState.HasValue)
                {
                    render.DepthStencilState.Set(new DepthStencilState(graphics.D3DDevice,
                                                                       renderable.DepthStencilStateDefinition.Description));
                }

                base.UpdateTransformWorld(graphics, render, en);

                graphics.ClearAllShader();
                {
                    context.VertexShader.Set(vertexShader.Get());
                    context.VertexShader.SetConstantBuffer(GameStructBuffer.RegisterResourceSlot, game.Game);
                    context.VertexShader.SetConstantBuffer(TransforStructBuffer.RegisterResourceSlot,
                                                           render.TransformWorldBuffer.Get());

                    switch (billboard.SizeMode)
                    {
                    case BillboardSizeModes.SceenFixed:
                        context.GeometryShader.Set(gsScreenFixed.Get());
                        break;

                    case BillboardSizeModes.SizeFixed:
                        context.GeometryShader.Set(gsSizeFixed.Get());
                        break;
                    }
                    context.GeometryShader.SetConstantBuffer(GameStructBuffer.RegisterResourceSlot, game.Game);

                    context.PixelShader.Set(pixelShader.Get());
                    context.PixelShader.SetShaderResources(0, render.TextureResources.Get());
                    context.PixelShader.SetSampler(0, render.SampleState.Get());
                }

                context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(render.VertexBuffer.Get(),
                                                                                   layconst.VertexSize, 0));
                context.InputAssembler.SetIndexBuffer(null, Format.R32_UInt, 0);

                context.InputAssembler.InputLayout       = inputLayout.Get();
                context.InputAssembler.PrimitiveTopology = renderable.PrimitiveTopology;

                context.OutputMerger.SetDepthStencilState(render.DepthStencilState.Get(), 0);
                context.OutputMerger.SetBlendState(render.BlendingState.Get(),
                                                   new SharpDX.Mathematics.Interop.RawColor4(0, 0, 0, 0), -1);

                using (var rasterizerState = graphics.CreateRasterizerState(renderable.RasterizerStateDescription)) {
                    context.Rasterizer.State = rasterizerState;
                    graphics.ImmediateContext.Draw(1, 0);
                }
            }
        }
        protected override void Rendering(GraphicsDevice graphics, TProperties props)
        {
            var device  = graphics.D3DDevice;
            var context = graphics.ImmediateContext;

            if (!pass.IsCompiled)
            {
                pass.Compile(graphics.Compilator);
                var vertexShaderByteCode = pass.VertexShader.ReadCompiledBytes();
                var inputSignature       = ShaderSignature.GetInputSignature(vertexShaderByteCode);

                inputLayout.Set(new InputLayout(device, inputSignature, layconst.ConstuctElements()));
                vertexShader.Set(new VertexShader(device, vertexShaderByteCode));
                pixelShader.Set(new PixelShader(device, pass.PixelShader.ReadCompiledBytes()));
                geometryShader.Set(new GeometryShader(device, pass.GeometryShader.ReadCompiledBytes()));
            }

            if (!depthStencilState.HasValue)
            {
                depthStencilState.Set(new DepthStencilState(graphics.D3DDevice, D3DDepthStencilDefinition.DepthDisabled.Description));
            }


            foreach (var entity in entities)
            {
                var point      = entity.GetComponent <SpherePointComponent>();
                var renderable = entity.GetComponent <RenderableComponent>();
                var material   = entity.GetComponent <MaterialColorComponent>();

                if (!entity.TryGetComponent <D3DRenderComponent>(out var render))
                {
                    render = new D3DRenderComponent();
                    entity.AddComponent(render);
                }

                if (!render.DepthStencilState.HasValue)
                {
                    render.DepthStencilState.Set(new DepthStencilState(graphics.D3DDevice,
                                                                       renderable.DepthStencilStateDefinition.Description));
                }
                if (!render.BlendingState.HasValue)
                {
                    render.BlendingState.Set(new BlendState(graphics.D3DDevice, renderable.BlendStateDescription));
                }

                graphics.ClearAllShader();
                graphics.SetVertexShader(vertexShader);
                graphics.SetGeometryShader(geometryShader);
                graphics.SetPixelShader(pixelShader);

                render.VertexBuffer.Set(graphics.CreateBuffer(BindFlags.VertexBuffer,
                                                              new Vertex[] {
                    new Vertex(point.Center, material.Diffuse)
                }));
                render.IndexBuffer.Set(graphics.CreateBuffer(BindFlags.IndexBuffer, new [] { 0 }));

                UpdateTransformWorld(graphics, render, entity);

                {//Update constant buffers
                    context.VertexShader.SetConstantBuffer(GameStructBuffer.RegisterResourceSlot, props.Game);
                    context.VertexShader.SetConstantBuffer(TransforStructBuffer.RegisterResourceSlot, render.TransformWorldBuffer.Get());

                    context.GeometryShader.SetConstantBuffer(GameStructBuffer.RegisterResourceSlot, props.Game);
                    context.GeometryShader.SetConstantBuffer(TransforStructBuffer.RegisterResourceSlot, render.TransformWorldBuffer.Get());

                    context.PixelShader.SetConstantBuffer(GameStructBuffer.RegisterResourceSlot, props.Game);
                    context.PixelShader.SetConstantBuffer(LightStructBuffer.RegisterResourceSlot, props.Lights);
                    if (render.MaterialBuffer.HasValue)
                    {
                        context.PixelShader.SetConstantBuffer(MaterialStructBuffer.RegisterResourceSlot, render.MaterialBuffer.Get());
                    }
                }

                DefaultUpdateInputOutput(graphics, render, layconst, inputLayout, renderable);

                using (var rasterizerState = graphics.CreateRasterizerState(renderable.RasterizerStateDescription)) {
                    context.Rasterizer.State = rasterizerState;
                    graphics.ImmediateContext.Draw(1, 0);
                }
            }
        }
예제 #5
0
        protected override void Rendering(GraphicsDevice graphics, TProperties game)
        {
            var device  = graphics.D3DDevice;
            var context = graphics.ImmediateContext;

            if (!pass.IsCompiled)
            {
                pass.Compile(graphics.Compilator);
                var vertexShaderByteCode = pass.VertexShader.ReadCompiledBytes();

                inputLayout.Set(graphics.CreateInputLayout(vertexShaderByteCode, layconst.ConstuctElements()));

                vertexShader.Set(new VertexShader(device, vertexShaderByteCode));
                pixelShader.Set(new PixelShader(device, pass.PixelShader.ReadCompiledBytes()));
            }

            { //clear shaders off prev. technique
                graphics.ClearAllShader();
                //all shaders shared for all entity with LineVertexRenderComponent
                context.VertexShader.Set(vertexShader.Get());
                context.PixelShader.Set(pixelShader.Get());

                //Update constant buffers ones becase shaders will not changed
                context.VertexShader.SetConstantBuffer(GameStructBuffer.RegisterResourceSlot, game.Game);
                //shared for all entity
                context.InputAssembler.InputLayout = inputLayout.Get();
            }

            foreach (var en in entities)
            {
                if (!en.TryGetComponent <D3DRenderComponent>(out var d3drender))
                {
                    d3drender = new D3DRenderComponent();
                    en.AddComponent(d3drender);
                }

                en.TryGetComponent <ColorComponent>(out var color);
                var renderable = en.GetComponent <RenderableComponent>();
                var transform  = en.GetComponent <TransformComponent>();
                var geoId      = en.GetComponent <GeometryPoolComponent>();

                var geo = ContextState.GetGeometryPool().GetGeometry <IGeometryData>(geoId);

                if (!d3drender.DepthStencilState.HasValue)
                {
                    d3drender.DepthStencilState.Set(
                        new DepthStencilState(graphics.D3DDevice, renderable.DepthStencilStateDefinition.Description));
                }

                if (!d3drender.BlendingState.HasValue)
                {
                    d3drender.BlendingState.Set(new BlendState(graphics.D3DDevice, renderable.BlendStateDescription));
                }

                UpdateTransformWorld(graphics, d3drender, en);

                if (geo.IsModified)
                {
                    var pos = geo.Positions;

                    var vertex = new Vertex[pos.Length];
                    for (var i = 0; i < pos.Length; i++)
                    {
                        var c = color.IsValid ? color.Color : geo.Colors[i];
                        vertex[i] = new Vertex(pos[i], c);
                    }

                    d3drender.VertexBuffer.Set(graphics.CreateBuffer(BindFlags.VertexBuffer, vertex));
                    geo.IsModified = false;
                }

                context.VertexShader.SetConstantBuffer(TransforStructBuffer.RegisterResourceSlot,
                                                       d3drender.TransformWorldBuffer.Get());

                {
                    context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(d3drender.VertexBuffer.Get(),
                                                                                       layconst.VertexSize, 0));

                    context.InputAssembler.PrimitiveTopology = renderable.PrimitiveTopology;

                    context.OutputMerger.SetDepthStencilState(d3drender.DepthStencilState.Get(), 0);
                    context.OutputMerger.SetBlendState(d3drender.BlendingState.Get(),
                                                       new SharpDX.Mathematics.Interop.RawColor4(0, 0, 0, 0), -1);
                }

                using (var rasterizerState = graphics.CreateRasterizerState(renderable.RasterizerStateDescription)) {
                    context.Rasterizer.State = rasterizerState;
                    context.Draw(geo.Positions.Length, 0);
                }
            }
        }
예제 #6
0
        protected override void Rendering(GraphicsDevice graphics, TProperties game)
        {
            var device  = graphics.D3DDevice;
            var context = graphics.ImmediateContext;

            if (!pass.IsCompiled)
            {
                pass.Compile(graphics.Compilator);
                var vertexShaderByteCode = pass.VertexShader.ReadCompiledBytes();
                vertexShader.Set(new VertexShader(device, vertexShaderByteCode));
                pixelShader.Set(new PixelShader(device, pass.PixelShader.ReadCompiledBytes()));
            }

            if (!depthStencilState.HasValue)
            {
                depthStencilState.Set(new DepthStencilState(graphics.D3DDevice,
                                                            D3DDepthStencilDefinition.DepthDisabled.Description));
            }

            //SharpDX.Direct3D11.Device.FromPointer<SharpDX.Direct3D11.Device>(System.IntPtr.Zero);
            //var d = new D3DLab.CUDA.TestCudaLib();
            //d.SetDevice(graphics.D3DDevice);
            //var text = graphics.CreateTexture2D(new GraphicSurfaceSize(256, 256));
            //d.SetTexture(text.NativePointer);
            //d.SetTexture(text);

            foreach (var en in entities)
            {
                if (en.TryGetComponent <BackgroundRenderComponent>(out var render))
                {
                    if (en.TryGetComponent <MemoryTexturedMaterialComponent>(out var texture) && texture.IsModified)
                    {
                        render.TextureResources.Set(ConvertToResources(texture, graphics.TexturedLoader));
                        render.SampleState.Set(graphics.CreateSampler(SamplerStateDescriptions.Default));
                        texture.IsModified = false;
                    }

                    //if (en.TryGetComponent<MaterialColorComponent>(out var color) && color.IsValid) {

                    //}

                    graphics.ClearAllShader();
                    graphics.SetVertexShader(vertexShader);
                    graphics.SetPixelShader(pixelShader);

                    graphics.DisableIndexVertexBuffers();

                    if (render.TextureResources.HasValue && render.SampleState.HasValue)
                    {
                        context.PixelShader.SetShaderResources(0, render.TextureResources.Get());
                        context.PixelShader.SetSampler(0, render.SampleState.Get());
                    }

                    context.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.TriangleStrip;
                    context.OutputMerger.SetDepthStencilState(depthStencilState.Get());

                    using (var rasterizerState = graphics.CreateRasterizerState(rasterizerStateDescription)) {
                        context.Rasterizer.State = rasterizerState;
                        context.Draw(4, 0);
                    }

                    break; //support only one BackgroundRenderComponent
                }
            }
        }
        protected override void Rendering(GraphicsDevice graphics, TProperties props)
        {
            var device  = graphics.D3DDevice;
            var context = graphics.ImmediateContext;

            if (!pass.IsCompiled)
            {
                pass.Compile(graphics.Compilator);
                var vertexShaderByteCode = pass.VertexShader.ReadCompiledBytes();
                var inputSignature       = ShaderSignature.GetInputSignature(vertexShaderByteCode);

                inputLayout.Set(new InputLayout(device, inputSignature, layconst.ConstuctElements()));
                vertexShader.Set(new VertexShader(device, vertexShaderByteCode));
                pixelShader.Set(new PixelShader(device, pass.PixelShader.ReadCompiledBytes()));
            }

            if (!quardPass.IsCompiled)
            {
                quardPass.Compile(graphics.Compilator);
                //var inputSignature = ShaderSignature.GetInputSignature(quardPass.VertexShader.ReadCompiledBytes());
                //inputLayoutQuard = new InputLayout(device, inputSignature, null);

                vertexShaderQuard.Set(new VertexShader(device, quardPass.VertexShader.ReadCompiledBytes()));
                pixelShaderQuard.Set(new PixelShader(device, quardPass.PixelShader.ReadCompiledBytes()));
            }

            //clear shaders off prev. technique
            graphics.ClearAllShader();

            if (!colorTargetTex2D.HasValue)
            {
                colorDesc.BindFlags             = alphaDesc.BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource;
                colorDesc.SampleDescription     =
                    alphaDesc.SampleDescription =
                        new SampleDescription(1, 0);

                colorDesc.Width  = alphaDesc.Width = (int)graphics.Size.Width;
                colorDesc.Height = alphaDesc.Height = (int)graphics.Size.Height;

                colorTargetTex2D.Set(new Texture2D(device, colorDesc));
                alphaTargetTex2D.Set(new Texture2D(device, alphaDesc));

                {
                    colorTargetNoMSAATexture2D.Set(new Texture2D(device, colorDesc));
                    alphaTargetNoMSAATexture2D.Set(new Texture2D(device, alphaDesc));

                    colorTargetNoMSAA.Set(new ShaderResourceView(device, colorTargetNoMSAATexture2D.Get()));
                    alphaTargetNoMSAA.Set(new ShaderResourceView(device, alphaTargetNoMSAATexture2D.Get()));
                }

                targetSampler.Set(new SamplerState(device, LinearSamplerWrapAni1));

                colorTargetView.Set(new RenderTargetView(device, colorTargetTex2D.Get()));
                alphaTargetView.Set(new RenderTargetView(device, alphaTargetTex2D.Get()));

                var d = colorDesc;
                d.BindFlags = BindFlags.RenderTarget;
                quardTargetView.Set(new RenderTargetView(device, new Texture2D(device, d)));
            }

            //RenderingAlfa(entities, graphics, props);

            RenderingQuard(graphics, props);
        }
예제 #8
0
        protected override void Rendering(GraphicsDevice graphics, TProperties props)
        {
            var device  = graphics.D3DDevice;
            var context = graphics.ImmediateContext;

            if (!pass.IsCompiled)
            {
                pass.Compile(graphics.Compilator);
                var vertexShaderByteCode = pass.VertexShader.ReadCompiledBytes();
                var inputSignature       = ShaderSignature.GetInputSignature(vertexShaderByteCode);

                inputLayout.Set(new InputLayout(device, inputSignature, layconst.ConstuctElements()));
                vertexShader.Set(new VertexShader(device, vertexShaderByteCode));
                pixelShader.Set(new PixelShader(device, pass.PixelShader.ReadCompiledBytes()));
            }

            DepthStencilState depthStencilState = null;
            BlendState        blendingState     = null;

            try {
                depthStencilState = new DepthStencilState(graphics.D3DDevice, D3DDepthStencilDefinition.DepthDisabled.Description);
                blendingState     = new BlendState(graphics.D3DDevice, D3DBlendStateDescriptions.BlendStateEnabled);

                foreach (var en in entities)
                {
                    if (!en.Contains <BlackAndWhiteRenderComponent>())
                    {
                        continue;
                    }
                    var geo        = en.GetComponent <GeometryComponent>();
                    var renderable = en.GetComponent <RenderableComponent>();
                    var transform  = en.GetComponent <TransformComponent>();

                    graphics.ClearAllShader();
                    graphics.SetVertexShader(vertexShader);
                    graphics.SetPixelShader(pixelShader);

                    SharpDX.Direct3D11.Buffer vertexBuffer         = null;
                    SharpDX.Direct3D11.Buffer indexBuffer          = null;
                    SharpDX.Direct3D11.Buffer transformWorldBuffer = null;

                    try {
                        var vertex = new Vertex[geo.Positions.Length];
                        for (var index = 0; index < vertex.Length; index++)
                        {
                            vertex[index] = new Vertex(geo.Positions[index]);
                        }

                        vertexBuffer         = graphics.CreateBuffer(BindFlags.VertexBuffer, vertex);
                        indexBuffer          = graphics.CreateBuffer(BindFlags.IndexBuffer, geo.Indices.ToArray());
                        transformWorldBuffer = CreateTransformWorldBuffer(graphics, ref transform);

                        context.VertexShader.SetConstantBuffer(GameStructBuffer.RegisterResourceSlot, props.Game);
                        context.VertexShader.SetConstantBuffer(TransforStructBuffer.RegisterResourceSlot, transformWorldBuffer);

                        context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertexBuffer, layconst.VertexSize, 0));
                        context.InputAssembler.SetIndexBuffer(indexBuffer, SharpDX.DXGI.Format.R32_UInt, 0);

                        context.InputAssembler.InputLayout       = inputLayout.Get();
                        context.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.TriangleList;

                        context.OutputMerger.SetDepthStencilState(depthStencilState);
                        context.OutputMerger.SetBlendState(blendingState,
                                                           new SharpDX.Mathematics.Interop.RawColor4(0, 0, 0, 0), -1);

                        using (var rasterizerState = graphics.CreateRasterizerState(rasterizerStateDescription)) {
                            context.Rasterizer.State = rasterizerState;
                            context.DrawIndexed(geo.Indices.Length, 0, 0);
                        }
                    } finally {
                        vertexBuffer?.Dispose();
                        indexBuffer?.Dispose();
                        transformWorldBuffer?.Dispose();
                    }
                }
            } finally {
                depthStencilState?.Dispose();
                blendingState?.Dispose();
                blendingState     = null;
                depthStencilState = null;
            }
        }