예제 #1
0
        public void Batching()
        {
            using (GraphicsDevice device = InitializeDevice())
            {
                GeometryBatch geometry = Geometry.CreateBatch(VertexFormat.Parse("P.Fx3"),
                                                              new IndexFormat(false), 8, 24, 1);


                Vector3f[] vertices = new Vector3f[]
                {
                    new Vector3f(0, 0, 0),
                    new Vector3f(1, 0, 0),
                    new Vector3f(1, 1, 0)
                };

                geometry.BindToDevice(device);

                geometry.BeginBatch();
                geometry.AddVertices(vertices);
                geometry.EndBatch();


                geometry.Dispose();
            }
        }
예제 #2
0
        public void ParseAndTest2()
        {
            VertexFormat fmt = VertexFormat.Parse("P.Fx3 N.[H,SU]Fx3");

            Assert.AreEqual(12 + 6, fmt.ByteSize);
            Assert.AreEqual(2, fmt.ElementCount);
            Assert.AreEqual(0, fmt.GetFormat(PinComponent.Position));
        }
예제 #3
0
        public void ParseAndTest()
        {
            VertexFormat fmt = VertexFormat.Parse("P.Fx3 N.[D]Fx3 T0.[H]Fx2");

            Assert.AreEqual(12 + 24 + 4, fmt.ByteSize);
            Assert.AreEqual((int)PinComponent.Position | (int)PinComponent.Normal
                            | (int)PinComponent.TexCoord0, fmt.Components);
            Assert.AreEqual(3, fmt.ElementCount);
        }
예제 #4
0
        public unsafe void DAGUsageCases()
        {
            // We first initialize our shader.
            ShaderCode code = new ShaderCode(BindingStage.VertexShader);

            {
                // We write a simple Tranform code:
                code.InputOperation.AddInput(PinComponent.Position, PinFormat.Floatx3);
                Pin positon = code.InputOperation.PinAsOutput(PinComponent.Position);

                // We first need to expand our position to float4 (adding 1 at the end).
                ExpandOperation expand = new ExpandOperation(PinFormat.Floatx4, ExpandType.AddOnesAtW);
                expand.BindInputs(positon);
                Pin expPosition = expand.Outputs[0];

                // We now create constant transform matrix.
                ConstantOperation mvpConstant = code.CreateConstant("MVP", PinFormat.Float4x4);
                Pin MVP = mvpConstant.Outputs[0];

                // We multiply matrix and pin.
                MultiplyOperation mul = new MultiplyOperation();
                mul.BindInputs(MVP, expPosition);
                Pin transPosition = mul.Outputs[0];

                // We just bind transformed position to output.
                code.OutputOperation.AddComponentAndLink(PinComponent.Position, transPosition);
            }

            // Immutate it.
            code.Immutable = true;


            // We create constant buffer manually.
            ConstantBufferLayoutBuilder builder = new ConstantBufferLayoutBuilder();

            builder.AppendElement("MVP", PinFormat.Float4x4, Pin.NotArray);
            ConstantBufferLayout layout = builder.CreateLayout();

            // We now fill the data.
            FixedShaderParameters parameters = code.FixedParameters;

            parameters.AppendLayout(layout);
            if (!parameters.IsDefined)
            {
                throw new Exception();
            }



            using (GraphicsDevice device = InitializeDevice())
            {
                // We create shaders.

                // We have all parameters defined, compile the shader.
                VShader shader = code.Compile(device, parameters) as VShader;

                // Shader expects data in constant buffers.
                TypelessBuffer     tbuffer        = new TypelessBuffer(Usage.Dynamic, BufferUsage.ConstantBuffer, CPUAccess.Write, GraphicsLocality.DeviceOrSystemMemory, 4 * 4 * 4);
                ConstantBufferView constantBuffer = tbuffer.CreateConstantBuffer(layout);

                // We fill the buffer.
                constantBuffer.Map(MapOptions.Write);
                constantBuffer.SetConstant("MVP", new Math.Matrix.Matrix4x4f(1, 0, 0, 0,
                                                                             0, 1, 0, 0,
                                                                             0, 0, 1, 0,
                                                                             -0.5f, -0.5f, 0, 1));
                constantBuffer.UnMap();

                PShader pshader;
                VShader vshader = shader;
                using (ShaderCompiler compiler = device.CreateShaderCompiler())
                {
                    // And pixel shader.
                    compiler.Begin(BindingStage.PixelShader);
                    ShaderCompiler.Operand colour = compiler.CreateFixed(PinFormat.Floatx4, Pin.NotArray, new Vector4f(1, 0, 0, 1));
                    compiler.Output(colour, PinComponent.RenderTarget0);
                    pshader = compiler.End(null) as PShader;
                }

                // We create triangles.
                Geometry       geometry = new Geometry();
                TypelessBuffer buffer   = new TypelessBuffer(Usage.Static,
                                                             BufferUsage.VertexBuffer, CPUAccess.None, GraphicsLocality.DeviceOrSystemMemory, 4 * 4 * 3);

                byte[] d = buffer.Map(MapOptions.Read);
                fixed(byte *p = d)
                {
                    float *data = (float *)p;

                    // Vertex 0:
                    data[0] = -0.5f; data[1] = -0.5f; data[2] = 0.0f; data[3] = 1.0f;

                    // Vertex 1:
                    data[4] = 0.5f; data[5] = -0.5f; data[6] = 0.0f; data[7] = 1.0f;

                    // Vertex 2:
                    data[8] = 0.0f; data[9] = 0.5f; data[10] = 0.0f; data[11] = 1.0f;
                }

                buffer.UnMap();


                // Create vertex buffer and view.
                VertexBufferView vbuffer = buffer.CreateVertexBuffer(VertexFormat.Parse("P.Fx4"));

                // We construct geometry.
                geometry[0]       = vbuffer;
                geometry.Topology = Topology.Triangle;

                // Blend state.
                BlendState blendState = new BlendState();
                blendState[0] = false;

                blendState = StateManager.Intern(blendState);

                RasterizationState rastState = new RasterizationState();
                rastState.CullMode = CullMode.None;
                rastState.FillMode = FillMode.Solid;

                rastState = StateManager.Intern(rastState);

                DepthStencilState depthState = new DepthStencilState();
                depthState.DepthTestEnabled  = false;
                depthState.DepthWriteEnabled = false;

                depthState = StateManager.Intern(depthState);

                // Enter rendering loop.
                bool isClosed = false;
                window.Closed += delegate(Window w)
                {
                    isClosed = true;
                };

                for (uint i = 0; i < 1000; i++)
                {
                    window.DoEvents();

                    if (!isClosed)
                    {
                        SwapChain chain = device.SwapChain;

                        device.Enter();
                        try
                        {
                            // We just clear.
                            device.Clear(chain, Colour.Black);

                            // Set blend/rast.
                            device.SetBlendState(blendState, Colour.White, 0xFFFFFFFF);
                            device.RasterizationState = rastState;
                            device.SetDepthStencilState(depthState, 0);

                            // Sets states.
                            device.SetVertexShader(vshader, geometry, null, null, new ConstantBufferView[] { constantBuffer });
                            device.SetPixelShader(pshader, null, null, null, new RenderTargetView[] { chain }, null);

                            device.Viewport = new Region2i(0, 0, (int)chain.Width, (int)chain.Height);

                            // Render.
                            device.Draw(0, 3);
                        }
                        finally
                        {
                            device.Exit();
                        }

                        chain.Present();
                        //Thread.Sleep(10);

                        Console.WriteLine(device.DevicePerformance.CurrentFPS);
                    }
                }


                // Dispose all.
                vshader.Dispose();
                pshader.Dispose();
                geometry.Dispose();
                vbuffer.Dispose();
                buffer.Dispose();
            }
        }
예제 #5
0
        public unsafe void TriangleTest()
        {
            using (GraphicsDevice device = InitializeDevice())
            {
                // We create shaders.
                VShader vshader;
                PShader pshader;
                using (ShaderCompiler compiler = device.CreateShaderCompiler())
                {
                    // Vertex shader (copy paste position).
                    compiler.Begin(BindingStage.VertexShader);
                    ShaderCompiler.Operand position = compiler.CreateInput(PinFormat.Floatx4, PinComponent.Position);
                    compiler.Output(position, PinComponent.Position);
                    vshader = compiler.End(null) as VShader;

                    // And pixel shader.
                    compiler.Begin(BindingStage.PixelShader);
                    ShaderCompiler.Operand colour = compiler.CreateFixed(PinFormat.Floatx4, Pin.NotArray, new Vector4f(1, 0, 0, 1));
                    compiler.Output(colour, PinComponent.RenderTarget0);
                    pshader = compiler.End(null) as PShader;
                }

                // We create triangles.
                Geometry       geometry = new Geometry();
                TypelessBuffer buffer   = new TypelessBuffer(Usage.Static,
                                                             BufferUsage.VertexBuffer, CPUAccess.None, GraphicsLocality.DeviceOrSystemMemory, 4 * 4 * 3);

                byte[] d = buffer.Map(MapOptions.Read);
                fixed(byte *p = d)
                {
                    float *data = (float *)p;

                    // Vertex 0:
                    data[0] = -0.5f; data[1] = -0.5f; data[2] = 0.0f; data[3] = 1.0f;

                    // Vertex 1:
                    data[4] = 0.5f; data[5] = -0.5f; data[6] = 0.0f; data[7] = 1.0f;

                    // Vertex 2:
                    data[8] = 0.0f; data[9] = 0.5f; data[10] = 0.0f; data[11] = 1.0f;
                }

                buffer.UnMap();


                // Create vertex buffer and view.
                VertexBufferView vbuffer = buffer.CreateVertexBuffer(VertexFormat.Parse("P.Fx4"));

                // We construct geometry.
                geometry[0]       = vbuffer;
                geometry.Topology = Topology.Triangle;

                // Blend state.
                BlendState blendState = new BlendState();
                blendState[0] = false;

                blendState = StateManager.Intern(blendState);

                RasterizationState rastState = new RasterizationState();
                rastState.CullMode = CullMode.None;
                rastState.FillMode = FillMode.Solid;

                rastState = StateManager.Intern(rastState);

                DepthStencilState depthState = new DepthStencilState();
                depthState.DepthTestEnabled  = false;
                depthState.DepthWriteEnabled = false;

                depthState = StateManager.Intern(depthState);

                // Enter rendering loop.
                bool isClosed = false;
                window.Closed += delegate(Window w)
                {
                    isClosed = true;
                };

                while (!isClosed)
                {
                    window.DoEvents();

                    if (!isClosed)
                    {
                        SwapChain chain = device.SwapChain;

                        device.Enter();
                        try
                        {
                            // We just clear.
                            device.Clear(chain, Colour.Black);

                            // Set blend/rast.
                            device.SetBlendState(blendState, Colour.White, 0xFFFFFFFF);
                            device.RasterizationState = rastState;
                            device.SetDepthStencilState(depthState, 0);

                            // Sets states.
                            device.SetVertexShader(vshader, geometry, null, null, null);
                            device.SetPixelShader(pshader, null, null, null, new RenderTargetView[] { chain }, null);

                            device.Viewport = new Region2i(0, 0, (int)chain.Width, (int)chain.Height);

                            // Render.
                            device.Draw(0, 3);
                        }
                        finally
                        {
                            device.Exit();
                        }

                        chain.Present();
                        Thread.Sleep(10);
                    }
                }


                // Dispose all.
                vshader.Dispose();
                pshader.Dispose();
                geometry.Dispose();
                vbuffer.Dispose();
                buffer.Dispose();
            }
        }