/// <summary> /// Releases unmanaged and - optionally - managed resources /// </summary> /// <param name="disposing"><c>true</c> to release both managed and unmanaged resources; <c>false</c> to release only unmanaged resources.</param> protected override void Dispose(bool disposing) { if (!IsDisposed) { //Dispose of managed resources if (disposing) { if (_shaderResourceView != null) { if (_renderer != null) { _renderer.Resources.RemoveTrackedObject(_shaderResourceView.ComPointer); } _shaderResourceView.Dispose(); _shaderResourceView = null; } if (_renderTargetView != null) { if (_renderer != null) { _renderer.Resources.RemoveTrackedObject(_renderTargetView.ComPointer); } _renderTargetView.Dispose(); _renderTargetView = null; } if (_depthStencilView != null) { if (_renderer != null) { _renderer.Resources.RemoveTrackedObject(_depthStencilView.ComPointer); } _depthStencilView.Dispose(); _depthStencilView = null; } if (_texture2D != null) { if (_renderer != null) { _renderer.Resources.RemoveTrackedObject(_texture2D.ComPointer); } _texture2D.Dispose(); _texture2D = null; } if (_staging != null) { if (_renderer != null) { _renderer.Resources.RemoveTrackedObject(_staging.ComPointer); } _staging.Dispose(); _staging = null; } } base.Dispose(disposing); } }
public override D3D.RenderTargetView[] GetRenderTargets() { D3D.RenderTargetView[] views = new D3D.RenderTargetView[Targets.Length]; for (int i = 0; i < views.Length; i++) views[i] = Targets[i].RenderView; return views; }
private void CreateViews() { _backBuffer = D3D.Resource.FromSwapChain <D3D.Texture2D>(_swapChain, 0); _renderTargetView = new D3D.RenderTargetView(_graphicsDevice, _backBuffer); //Add resources to tracker _renderer.Resources.AddTrackedObject(_backBuffer.ComPointer, this); _renderer.Resources.AddTrackedObject(_renderTargetView.ComPointer, this); if (_presentParams.DepthStencilFormat != DepthFormat.None) { D3D.Texture2DDescription depthBufferDesc = new D3D.Texture2DDescription { ArraySize = 1, BindFlags = D3D.BindFlags.DepthStencil, CpuAccessFlags = D3D.CpuAccessFlags.None, Format = D3D10Helper.ToD3DDepthFormat(_presentParams.DepthStencilFormat), Height = _presentParams.BackBufferHeight, Width = _presentParams.BackBufferWidth, MipLevels = 1, OptionFlags = D3D.ResourceOptionFlags.None, SampleDescription = _backBuffer.Description.SampleDescription, Usage = D3D.ResourceUsage.Default }; using (var depthBuffer = new D3D.Texture2D(_graphicsDevice, depthBufferDesc)) { _depthStencilView = new D3D.DepthStencilView(_graphicsDevice, depthBuffer); //Add resource to tracker _renderer.Resources.AddTrackedObject(_depthStencilView.ComPointer, this); } } }
public RenderTarget(D3D.Device device, D3D.Texture2DDescription rdesc) : base(device) { rdesc.BindFlags |= D3D.BindFlags.ShaderResource; D3D.Texture2D te = new D3D.Texture2D(device, rdesc); Resource = te; RenderView = new D3D.RenderTargetView(device, te); View = new D3D.ShaderResourceView(device, Resource); }
/// <summary> /// Releases unmanaged and - optionally - managed resources /// </summary> /// <param name="disposing"><c>true</c> to release both managed and unmanaged resources; <c>false</c> to release only unmanaged resources.</param> protected override void Dispose(bool disposing) { if (!IsDisposed) { //Dispose of managed resources if (disposing) { if (_shaderResourceView != null) { if (_renderer != null) { _renderer.Resources.RemoveTrackedObject(_shaderResourceView.ComPointer); } _shaderResourceView.Dispose(); _shaderResourceView = null; } if (_renderTargetView != null) { for (int i = 0; i < 6; i++) { D3D.RenderTargetView rt = _renderTargetView[i]; if (_renderer != null) { _renderer.Resources.RemoveTrackedObject(rt.ComPointer); } rt.Dispose(); _renderTargetView[i] = null; } } if (_depthStencilView != null) { if (_renderer != null) { _renderer.Resources.RemoveTrackedObject(_depthStencilView.ComPointer); } _depthStencilView.Dispose(); _depthStencilView = null; } if (_texture2D != null) { if (_renderer != null) { _renderer.Resources.RemoveTrackedObject(_texture2D.ComPointer); } _texture2D.Dispose(); _texture2D = null; } } base.Dispose(disposing); } }
protected override void SetOutputTargets() { RenderTargets = new D3D.RenderTargetView[1 + NumAdditionalTargets]; RenderTextures = new D3D.Texture2D[1 + NumAdditionalTargets]; Targets = new Texturing.RenderTarget[1 + NumAdditionalTargets]; RenderTargets[0] = RenderTarget.RenderView; RenderTextures[0] = RenderTarget.Texture; Targets[0] = RenderTarget; for (int i = 0; i < NumAdditionalTargets; i++) { RenderTextures[i + 1] = new D3D.Texture2D(Device, RenderTarget.Texture.Description); RenderTargets[i + 1] = new D3D.RenderTargetView(Device, RenderTextures[i + 1]); //Targets[i + 1] = new Texturing.RenderTarget(Device, RenderTargetView.Texture.Description.Width, RenderTargetView.Texture.Description.Height); Targets[i + 1] = new Texturing.RenderTarget(Device, RenderTarget.Texture.Description); } Device.OutputMerger.SetTargets(DepthBufferView, GetRenderTargets()); //Device.OutputMerger.SetTargets(DepthBufferView, RenderTargets); }
private void DestroyViews() { if (_renderTargetView != null) { if (_renderer != null) { _renderer.Resources.RemoveTrackedObject(_renderTargetView.ComPointer); } _renderTargetView.Dispose(); _renderTargetView = null; } if (_backBuffer != null) { if (_renderer != null) { _renderer.Resources.RemoveTrackedObject(_backBuffer.ComPointer); } _backBuffer.Dispose(); _backBuffer = null; } if (_staging != null) { if (_renderer != null) { _renderer.Resources.RemoveTrackedObject(_staging.ComPointer); } _staging.Dispose(); _staging = null; } if (_depthStencilView != null) { if (_renderer != null) { _renderer.Resources.RemoveTrackedObject(_depthStencilView.ComPointer); } _depthStencilView.Dispose(); _depthStencilView = null; } }
public RenderTarget(D3D.Device device, int width, int height) : base(device) { D3D.Texture2DDescription rdesc = new D3D.Texture2DDescription() { Width = width, Height = height, MipLevels = 1, ArraySize = 1, Format = SlimDX.DXGI.Format.R8G8B8A8_UNorm, SampleDescription = new SlimDX.DXGI.SampleDescription(1, 0), Usage = D3D.ResourceUsage.Default, BindFlags = D3D.BindFlags.RenderTarget | D3D.BindFlags.ShaderResource, CpuAccessFlags = D3D.CpuAccessFlags.None, OptionFlags = D3D.ResourceOptionFlags.None }; Resource = new D3D.Texture2D(device, rdesc); RenderView = new D3D.RenderTargetView(device, Texture); View = new D3D.ShaderResourceView(device, Resource); }
private void SetBackBufferTargets() { if (_activeBackBuffer != null) { D3D10Helper.CheckDisposed(_activeBackBuffer); D3D.RenderTargetView rtv = _activeBackBuffer.D3D10RenderTargetView; D3D.DepthStencilView dsv = _activeBackBuffer.D3D10DepthStencilView; if (rtv != null) { if (dsv != null) { _graphicsDevice.OutputMerger.SetTargets(dsv, rtv); } else { _graphicsDevice.OutputMerger.SetTargets(rtv); } } } }
public RenderTarget( D3D10.Device device, int width, int height, DXGI.Format format ) { this.device = device; D3D10.Texture2DDescription desc = new D3D10.Texture2DDescription(); desc.Width = width; desc.Height = height; desc.ArraySize = 1; desc.BindFlags = D3D10.BindFlags.RenderTarget | D3D10.BindFlags.ShaderResource; desc.CpuAccessFlags = D3D10.CpuAccessFlags.None; desc.Format = format; desc.MipLevels = 1; desc.OptionFlags = D3D10.ResourceOptionFlags.None; desc.SampleDescription = new SlimDX.DXGI.SampleDescription( 1, 0 ); desc.Usage = D3D10.ResourceUsage.Default; Resource = new D3D10.Texture2D( device, desc ); RenderTargetView = new D3D10.RenderTargetView( device, Resource ); ShaderResourceView = new D3D10.ShaderResourceView( device, Resource ); }
/// <summary> /// Creates a new instance of <see cref="D3D10Texture2DImplementation"/>, for RenderTarget2D. /// </summary> /// <param name="renderer">The D3D10 renderer.</param> /// <param name="width">The texture width in pixels.</param> /// <param name="height">The texture height in pixels.</param> /// <param name="genMipMaps">True if a mipmap chain should be generated or not.</param> /// <param name="format">The surface format.</param> /// <param name="depthFormat">The depth-stencil format.</param> /// <param name="multiSampleCount">The multisample count.</param> /// <param name="usage">The target usage.</param> /// <exception cref="System.ArgumentException">Thrown if the formats are invalid to be used in a render target.</exception> internal D3D10Texture2DImplementation(D3D10Renderer renderer, int width, int height, bool genMipMaps, SurfaceFormat format, DepthFormat depthFormat, int multiSampleCount, RenderTargetUsage usage) : base(width, height, format, depthFormat, multiSampleCount, usage) { _renderer = renderer; _graphicsDevice = _renderer.GraphicsDevice; if (!renderer.Adapter.QueryRenderTargetFormat(format, depthFormat, multiSampleCount)) { throw new ArgumentException("Format combination not supported."); } D3D.Texture2DDescription desc2D = new D3D.Texture2DDescription(); desc2D.ArraySize = 1; desc2D.BindFlags = D3D.BindFlags.ShaderResource | D3D.BindFlags.RenderTarget; desc2D.CpuAccessFlags = D3D.CpuAccessFlags.None; desc2D.Format = D3D10Helper.ToD3DSurfaceFormat(format); desc2D.Height = height; desc2D.Width = width; desc2D.Usage = _usage = D3D.ResourceUsage.Default; if (genMipMaps) { desc2D.OptionFlags = D3D.ResourceOptionFlags.GenerateMipMaps; } else { desc2D.OptionFlags = D3D.ResourceOptionFlags.None; } desc2D.MipLevels = (genMipMaps) ? 0 : 1; if (multiSampleCount > 1) { desc2D.SampleDescription = new SlimDX.DXGI.SampleDescription(multiSampleCount, 0); } else { desc2D.SampleDescription = new DXGI.SampleDescription(1, 0); } _texture2D = new D3D.Texture2D(_graphicsDevice, desc2D); _shaderResourceView = new D3D.ShaderResourceView(_graphicsDevice, _texture2D); _renderTargetView = new D3D.RenderTargetView(_graphicsDevice, _texture2D); _graphicsDevice.ClearRenderTargetView(_renderTargetView, new SDX.Color4(1.0f, 0, 0, 0)); //Add to tracker _renderer.Resources.AddTrackedObject(_texture2D.ComPointer, this); _renderer.Resources.AddTrackedObject(_shaderResourceView.ComPointer, this); _renderer.Resources.AddTrackedObject(_renderTargetView.ComPointer, this); _mipCount = _texture2D.Description.MipLevels; if (depthFormat != DepthFormat.None) { D3D.Texture2DDescription dbdesc = new D3D.Texture2DDescription(); dbdesc.ArraySize = 1; dbdesc.BindFlags = D3D.BindFlags.DepthStencil; dbdesc.CpuAccessFlags = D3D.CpuAccessFlags.None; dbdesc.Format = D3D10Helper.ToD3DDepthFormat(depthFormat); dbdesc.Height = height; dbdesc.Width = width; dbdesc.Usage = D3D.ResourceUsage.Default; dbdesc.OptionFlags = D3D.ResourceOptionFlags.None; dbdesc.MipLevels = 1; if (multiSampleCount > 1) { dbdesc.SampleDescription = new SlimDX.DXGI.SampleDescription(multiSampleCount, 0); } else { dbdesc.SampleDescription = new SlimDX.DXGI.SampleDescription(1, 0); } using (D3D.Texture2D depthBuffer = new D3D.Texture2D(_graphicsDevice, dbdesc)) { _depthStencilView = new D3D.DepthStencilView(_graphicsDevice, depthBuffer); if (depthFormat == Tesla.Graphics.DepthFormat.Depth24Stencil8) { _graphicsDevice.ClearDepthStencilView(_depthStencilView, D3D.DepthStencilClearFlags.Depth | D3D.DepthStencilClearFlags.Stencil, 1.0f, 0); } else { _graphicsDevice.ClearDepthStencilView(_depthStencilView, D3D.DepthStencilClearFlags.Depth, 1.0f, 0); } //Add to tracker _renderer.Resources.AddTrackedObject(_depthStencilView.ComPointer, this); } } }
public Sky(Vector3 lightDir, StreamReader file) { /// // outerRadius = innerRadius * 1.0157313f; // atmScale = 1f / (outerRadius - innerRadius); dome.CreateDome((int)size.X, (int)size.Y); // waveLength4 = new Vector3((float)Math.Pow(waveLength.X, 4), (float)Math.Pow(waveLength.Y, 4), (float)Math.Pow(waveLength.Z, 4)); // double pow = -0.84; // waveLength084 = new Vector3((float)Math.Pow(waveLength.X, pow), (float)Math.Pow(waveLength.Y, pow), (float)Math.Pow(waveLength.Z, pow)); effect = ResourceManager.mainManager.LoadEffect("Resources\\Effects\\Sky.fx", ResourceManager.mainManager.GetDefaultEffectPool()); pass = effect.GetTechniqueByName("Render").GetPassByIndex(0); updatePass = effect.GetTechniqueByName("Update").GetPassByIndex(0); D3D10.InputElement[] elements = new SlimDX.Direct3D10.InputElement[2]; elements[0] = new SlimDX.Direct3D10.InputElement("POSITION", 0, SlimDX.DXGI.Format.R32G32B32_Float, 0, 0); elements[1] = new D3D10.InputElement("TEXCOORD", 0, SlimDX.DXGI.Format.R32G32_Float, 12, 0); layout = new SlimDX.Direct3D10.InputLayout(Game.gameClass.GetDevice(), elements, pass.Description.Signature); layoutUpdate = Quad.GetLayout(updatePass); translation = effect.GetVariableByName("translation").AsVector(); sunPosition = effect.GetVariableByName("sunPos").AsVector(); // Vector4 mieTemps = new Vector4((3 * (1 - g * g)) / (2 * (2 + g * g)), 1 + g * g, g, 1); mieTemps = effect.GetVariableByName("mieTemps").AsVector(); K = effect.GetVariableByName("K").AsVector(); waveLengthRay = effect.GetVariableByName("waveLengthRay").AsVector(); waveLengthMie = effect.GetVariableByName("waveLengthMie").AsVector(); scaleDepth = effect.GetVariableByName("scaleDepth").AsVector(); sunIntensity = effect.GetVariableByName("sunIntensity").AsScalar(); //textures D3D10.Texture2DDescription desc = new SlimDX.Direct3D10.Texture2DDescription(); desc.ArraySize = 1; desc.BindFlags = D3D10.BindFlags.ShaderResource | SlimDX.Direct3D10.BindFlags.RenderTarget; desc.CpuAccessFlags = D3D10.CpuAccessFlags.None; desc.Format = SlimDX.DXGI.Format.R16G16B16A16_Float; desc.Height = (int)size.Y; desc.MipLevels = 1; desc.OptionFlags = D3D10.ResourceOptionFlags.None; desc.Usage = D3D10.ResourceUsage.Default; desc.Width = (int)size.X; SlimDX.DXGI.SampleDescription sampleDescription = new SlimDX.DXGI.SampleDescription(); sampleDescription.Count = 1; sampleDescription.Quality = 0; desc.SampleDescription = sampleDescription; rayLookupTexture = new D3D10.Texture2D(Game.gameClass.GetDevice(), desc); mieLookupTexture = new D3D10.Texture2D(Game.gameClass.GetDevice(), desc); /* desc.BindFlags = D3D10.BindFlags.None; desc.CpuAccessFlags = D3D10.CpuAccessFlags.Write; desc.Usage = D3D10.ResourceUsage.Staging; mieUpdateTexture = new D3D10.Texture2D(Game.gameClass.GetDevice(), desc); rayUpdateTexture = new D3D10.Texture2D(Game.gameClass.GetDevice(), desc); mieUpdateTextureMap = mieUpdateTexture.Map(0, D3D10.MapMode.Write, D3D10.MapFlags.DoNotWait); mieUpdateTexture.Unmap(0); rayUpdateTextureMap = rayUpdateTexture.Map(0, D3D10.MapMode.Write, D3D10.MapFlags.DoNotWait); rayUpdateTexture.Unmap(0);*/ using (D3D10.ShaderResourceView view = new SlimDX.Direct3D10.ShaderResourceView(Game.gameClass.GetDevice(), rayLookupTexture)) effect.GetVariableByName("rayLookupTex").AsResource().SetResource(view); using (D3D10.ShaderResourceView view = new SlimDX.Direct3D10.ShaderResourceView(Game.gameClass.GetDevice(), mieLookupTexture)) effect.GetVariableByName("mieLookupTex").AsResource().SetResource(view); viewPort = new Viewport(); viewPort.Height = (int)size.Y; viewPort.Width = (int)size.X; viewPort.MaxZ = 1.0f; viewPort.MinZ = 0.0f; viewPort.X = 0; viewPort.Y = 0; renderTargets[0] = new SlimDX.Direct3D10.RenderTargetView(Game.gameClass.GetDevice(), rayLookupTexture); renderTargets[1] = new SlimDX.Direct3D10.RenderTargetView(Game.gameClass.GetDevice(), mieLookupTexture); Load(file); CalculateLookupOnGPU(-lightDir); }
/// <summary> /// Creates a new instance of <see cref="D3D10TextureCubeImplementation"/>. /// </summary> /// <param name="renderer">The D3D10 renderer.</param> /// <param name="size">The size (width/height) of each cube face.</param> /// <param name="genMipMaps">True if a mipmap chain should be generated or not.</param> /// <param name="format">The surface format.</param> /// <param name="depthFormat">The depth-stencil format.</param> /// <param name="multiSampleCount">The number of sample locations for multisampling</param> /// <param name="usage">Sets the render target's behavior.</param> internal D3D10TextureCubeImplementation(D3D10Renderer renderer, int size, bool genMipMaps, SurfaceFormat format, DepthFormat depthFormat, int multiSampleCount, RenderTargetUsage usage) : base(size, format, depthFormat, multiSampleCount, usage) { _renderer = renderer; _graphicsDevice = _renderer.GraphicsDevice; if (!renderer.Adapter.QueryRenderTargetFormat(format, depthFormat, multiSampleCount)) { throw new ArgumentException("Format combination not supported."); } D3D.Texture2DDescription desc2D = new D3D.Texture2DDescription(); desc2D.ArraySize = 6; desc2D.BindFlags = D3D.BindFlags.ShaderResource | D3D.BindFlags.RenderTarget; desc2D.CpuAccessFlags = D3D.CpuAccessFlags.None; desc2D.Format = D3D10Helper.ToD3DSurfaceFormat(format); desc2D.Height = size; desc2D.Width = size; desc2D.Usage = D3D.ResourceUsage.Default; if (genMipMaps) { desc2D.OptionFlags = D3D.ResourceOptionFlags.GenerateMipMaps | D3D.ResourceOptionFlags.TextureCube; } else { desc2D.OptionFlags = D3D.ResourceOptionFlags.TextureCube; } desc2D.MipLevels = (genMipMaps) ? 0 : 1; if (multiSampleCount > 1) { desc2D.SampleDescription = new SlimDX.DXGI.SampleDescription(multiSampleCount, 0); } else { desc2D.SampleDescription = new DXGI.SampleDescription(1, 0); } //Create the resources _texture2D = new D3D.Texture2D(_graphicsDevice, desc2D); _shaderResourceView = new D3D.ShaderResourceView(_graphicsDevice, _texture2D); _renderTargetView = new D3D.RenderTargetView[6]; //Add to tracker _renderer.Resources.AddTrackedObject(_texture2D.ComPointer, this); _renderer.Resources.AddTrackedObject(_shaderResourceView.ComPointer, this); //Setup each render target view for each face for (int i = 0; i < 6; i++) { D3D.RenderTargetViewDescription rtDesc = new D3D.RenderTargetViewDescription(); rtDesc.ArraySize = 1; rtDesc.FirstArraySlice = i; if (multiSampleCount > 1) { rtDesc.Dimension = D3D.RenderTargetViewDimension.Texture2DMultisampledArray; } else { rtDesc.Dimension = D3D.RenderTargetViewDimension.Texture2DArray; } rtDesc.Format = desc2D.Format; _renderTargetView[i] = new D3D.RenderTargetView(_graphicsDevice, _texture2D, rtDesc); _graphicsDevice.ClearRenderTargetView(_renderTargetView[i], new SDX.Color4(1.0f, 0, 0, 0)); _renderer.Resources.AddTrackedObject(_renderTargetView[i].ComPointer, this); } _mipCount = _texture2D.Description.MipLevels; if (depthFormat != DepthFormat.None) { D3D.Texture2DDescription dbdesc = new D3D.Texture2DDescription(); dbdesc.ArraySize = 6; dbdesc.BindFlags = D3D.BindFlags.DepthStencil; dbdesc.CpuAccessFlags = D3D.CpuAccessFlags.None; dbdesc.Format = D3D10Helper.ToD3DDepthFormat(depthFormat); dbdesc.Height = size; dbdesc.Width = size; dbdesc.Usage = D3D.ResourceUsage.Default; dbdesc.OptionFlags = D3D.ResourceOptionFlags.None; dbdesc.MipLevels = 1; if (multiSampleCount > 1) { dbdesc.SampleDescription = new SlimDX.DXGI.SampleDescription(multiSampleCount, 0); } else { dbdesc.SampleDescription = new SlimDX.DXGI.SampleDescription(1, 0); } using (D3D.Texture2D depthBuffer = new D3D.Texture2D(_graphicsDevice, dbdesc)) { _depthStencilView = new D3D.DepthStencilView(_graphicsDevice, depthBuffer); if (depthFormat == Tesla.Graphics.DepthFormat.Depth24Stencil8) { _graphicsDevice.ClearDepthStencilView(_depthStencilView, D3D.DepthStencilClearFlags.Depth | D3D.DepthStencilClearFlags.Stencil, 1.0f, 0); } else { _graphicsDevice.ClearDepthStencilView(_depthStencilView, D3D.DepthStencilClearFlags.Depth, 1.0f, 0); } //Add to tracker _renderer.Resources.AddTrackedObject(_depthStencilView.ComPointer, this); } } }
public RenderTarget(D3DDevice device, int width, int height) : base(device.Device) { Resource = D3D.Texture2D.FromSwapChain<D3D.Texture2D>(device.SwapChain, 0); RenderView = new D3D.RenderTargetView(device.Device, Resource); }
/// <summary> /// Basic DX10 initialization. It contains: creating a window, device, swap chain, render targets, viewPort /// </summary> private void InitializeDX() { //Initializing window window = new Form(); window.ClientSize = new Size(width, height); window.Text = "Quinta Essentia Engine ver. 0.03"; //Creating device and swap chain (first filling the description structures) modeDesc = new SlimDX.DXGI.ModeDescription(); modeDesc.Format = DXGI.Format.R8G8B8A8_UNorm; modeDesc.RefreshRate = new Rational(60, 1); modeDesc.Scaling = DXGI.DisplayModeScaling.Unspecified; modeDesc.ScanlineOrdering = DXGI.DisplayModeScanlineOrdering.Unspecified; modeDesc.Width = width; modeDesc.Height = height; DXGI.SampleDescription sampleDesc = new SlimDX.DXGI.SampleDescription(); sampleDesc.Count = 1; sampleDesc.Quality = 0; DXGI.SwapChainDescription swapDesc = new SlimDX.DXGI.SwapChainDescription(); swapDesc.BufferCount = 1; swapDesc.IsWindowed = windowed; swapDesc.Flags = DXGI.SwapChainFlags.AllowModeSwitch; swapDesc.ModeDescription = modeDesc; swapDesc.OutputHandle = window.Handle; swapDesc.SampleDescription = sampleDesc; swapDesc.SwapEffect = DXGI.SwapEffect.Discard; swapDesc.Usage = DXGI.Usage.RenderTargetOutput; //DEBUG FLAG ON!!! REMEMBER THIS! D3D10.Device.CreateWithSwapChain(null, SlimDX.Direct3D10.DriverType.Hardware, SlimDX.Direct3D10.DeviceCreationFlags.Debug, swapDesc, out device, out swapChain); //making and setting the new viewport viewPort = new Viewport(); viewPort.Height = height; viewPort.Width = width; viewPort.MaxZ = 1.0f; viewPort.MinZ = 0.0f; viewPort.X = 0; viewPort.Y = 0; device.Rasterizer.SetViewports(viewPort); //making main render target (it is bind with back buffer of swap chain) using (D3D10.Texture2D temp = swapChain.GetBuffer<D3D10.Texture2D>(0)) { renderTarget = new SlimDX.Direct3D10.RenderTargetView(device, temp); } CreateDepthStencil(); device.OutputMerger.SetTargets(depthStencilView, renderTarget); }
//other functions /// <summary> /// Allows you to change window size during runtime /// </summary> /// <param name="width">New width of the window</param> /// <param name="height">New height of the window</param> void ChangeWindowSize(int w, int h) { if (width > 0 && height > 0) { width = w; height = h; window.Width = w; window.Height = h; viewPort.Height = height; viewPort.Width = width; device.Rasterizer.SetViewports(viewPort); modeDesc.Width = width; modeDesc.Height = height; swapChain.ResizeTarget(modeDesc); renderTarget.Dispose(); depthStencilView.Dispose(); swapChain.ResizeBuffers(1, width, height, modeDesc.Format, DXGI.SwapChainFlags.AllowModeSwitch); using (D3D10.Texture2D temp = swapChain.GetBuffer<D3D10.Texture2D>(0)) { renderTarget = new SlimDX.Direct3D10.RenderTargetView(device, temp); } CreateDepthStencil(); device.OutputMerger.SetTargets(depthStencilView, renderTarget); sceneManager.WindowResized(); } }
/// <summary> /// Clears the active targets, or back buffer if there are none. /// </summary> /// <param name="options"></param> /// <param name="color"></param> /// <param name="depth"></param> /// <param name="stencil"></param> public void ClearTargets(ClearOptions options, Color color, float depth, int stencil) { D3D10Helper.CheckDisposed(_graphicsDevice); SlimDX.Color4 sc; D3D10Helper.Convert(ref color, out sc); if (_currentRenderTargetCount == 0 && _activeBackBuffer != null) { D3D10Helper.CheckDisposed(_activeBackBuffer); if (_activeBackBuffer.D3D10DepthStencilView != null) { if (((options & ClearOptions.Depth) == ClearOptions.Depth) && ((options & ClearOptions.Stencil) == ClearOptions.Stencil)) { _graphicsDevice.ClearDepthStencilView(_activeBackBuffer.D3D10DepthStencilView, D3D.DepthStencilClearFlags.Depth | D3D.DepthStencilClearFlags.Stencil, depth, (byte)stencil); } else if ((options & ClearOptions.Depth) == ClearOptions.Depth) { _graphicsDevice.ClearDepthStencilView(_activeBackBuffer.D3D10DepthStencilView, D3D.DepthStencilClearFlags.Depth, depth, (byte)stencil); } else if ((options & ClearOptions.Stencil) == ClearOptions.Stencil) { _graphicsDevice.ClearDepthStencilView(_activeBackBuffer.D3D10DepthStencilView, D3D.DepthStencilClearFlags.Stencil, depth, (byte)stencil); } } if ((_activeBackBuffer.D3D10RenderTargetView != null) && ((options & ClearOptions.Target) == ClearOptions.Target)) { _graphicsDevice.ClearRenderTargetView(_activeBackBuffer.D3D10RenderTargetView, sc); } } else { for (int i = 0; i < _currentRenderTargetCount; i++) { RenderTargetBinding binding = _currentRenderTargets[i]; D3D.DepthStencilView dsv = null; D3D.RenderTargetView rtv = null; if (!binding.IsRenderTargetCube) { D3D10Texture2DImplementation impl2D = binding.RenderTarget2D.Implementation as D3D10Texture2DImplementation; D3D10Helper.CheckDisposed(impl2D); dsv = impl2D.D3D10DepthStencilView; rtv = impl2D.D3D10RenderTargetVew; } else { D3D10TextureCubeImplementation implcube = binding.RenderTargetCube.Implementation as D3D10TextureCubeImplementation; D3D10Helper.CheckDisposed(implcube); dsv = implcube.D3D10DepthStencilView; rtv = implcube.GetRenderTargetView(binding.CubeMapFace); } if (dsv != null) { if (((options & ClearOptions.Depth) == ClearOptions.Depth) && ((options & ClearOptions.Stencil) == ClearOptions.Stencil)) { _graphicsDevice.ClearDepthStencilView(dsv, D3D.DepthStencilClearFlags.Depth | D3D.DepthStencilClearFlags.Stencil, depth, (byte)stencil); } else if ((options & ClearOptions.Depth) == ClearOptions.Depth) { _graphicsDevice.ClearDepthStencilView(dsv, D3D.DepthStencilClearFlags.Depth, depth, (byte)stencil); } else if ((options & ClearOptions.Stencil) == ClearOptions.Stencil) { _graphicsDevice.ClearDepthStencilView(dsv, D3D.DepthStencilClearFlags.Stencil, depth, (byte)stencil); } } if ((rtv != null) && ((options & ClearOptions.Target) == ClearOptions.Target)) { _graphicsDevice.ClearRenderTargetView(rtv, sc); } } } }