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)
                {
                }
            }
        }
Exemplo n.º 2
0
        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);
                }
            }
        }
Exemplo n.º 3
0
 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);
     }
 }
Exemplo n.º 4
0
        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);
            }
        }
Exemplo n.º 5
0
        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);
                    }
                }
            }
        }
Exemplo n.º 6
0
        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();
                }
            }
        }