Exemplo n.º 1
0
        private void Init()
        {
            _NormalVar = GetVariableByName("g_Normal").AsShaderResource();
            _MaskVar = GetVariableByName("g_Mask").AsShaderResource();

            _CustomizeParameterVar = new CustomizeParameterEffectVariable(this);
        }
 private void Init()
 {
     _DiffuseVar = GetVariableByName("g_Diffuse").AsShaderResource();
     _SpecularVar = GetVariableByName("g_Specular").AsShaderResource();
     _NormalVar = GetVariableByName("g_Normal").AsShaderResource();
     _MaskVar = GetVariableByName("g_Mask").AsShaderResource();
     _TableVar = GetVariableByName("g_Table").AsShaderResource();
 }
Exemplo n.º 3
0
 private void Init()
 {
     _Diffuse0Var = GetVariableByName("g_Diffuse0").AsShaderResource();
     _Specular0Var = GetVariableByName("g_Specular0").AsShaderResource();
     _Normal0Var = GetVariableByName("g_Normal0").AsShaderResource();
     _Diffuse1Var = GetVariableByName("g_Diffuse1").AsShaderResource();
     _Specular1Var = GetVariableByName("g_Specular1").AsShaderResource();
     _Normal1Var = GetVariableByName("g_Normal1").AsShaderResource();
 }
        public override void Attach(IRenderHost host)
        {
            // --- attach
            this.renderTechnique = Techniques.RenderBillboard;
            this.effect = EffectsManager.Instance.GetEffect(renderTechnique);
            this.renderHost = host;

            // --- get variables
            this.vertexLayout = EffectsManager.Instance.GetLayout(this.renderTechnique);
            this.effectTechnique = effect.GetTechniqueByName(this.renderTechnique.Name);

            // --- transformations
            this.effectTransforms = new EffectTransformVariables(this.effect);

            // --- shader variables
            this.vViewport = effect.GetVariableByName("vViewport").AsVector();

            // --- get geometry
            var geometry = this.Geometry as BillboardText3D;
            if (geometry == null)
            {
                return;
            }

            // --- material
            // this.AttachMaterial();
            billboardTextureVariable = effect.GetVariableByName("billboardTexture").AsShaderResource();

            var textureBytes = geometry.Texture.ToByteArray();
            billboardTextureView = ShaderResourceView.FromMemory(Device, textureBytes);
            billboardTextureVariable.SetResource(billboardTextureView);

            // -- set geometry if given
            vertexBuffer = Device.CreateBuffer(BindFlags.VertexBuffer,
                DefaultVertex.SizeInBytes, CreateBillboardVertexArray());

            /// --- set rasterstate
            this.OnRasterStateChanged(this.DepthBias);

            /// --- flush
            this.Device.ImmediateContext.Flush();
        }
        public override void Attach(IRenderHost host)
        {
            // --- attach
            renderTechnique = host.RenderTechniquesManager.RenderTechniques[DefaultRenderTechniqueNames.BillboardText];
            effect = host.EffectsManager.GetEffect(renderTechnique);
            renderHost = host;

            // --- get variables
            vertexLayout = renderHost.EffectsManager.GetLayout(renderTechnique);
            effectTechnique = effect.GetTechniqueByName(renderTechnique.Name);

            // --- transformations
            effectTransforms = new EffectTransformVariables(effect);

            // --- shader variables
            vViewport = effect.GetVariableByName("vViewport").AsVector();

            // --- get geometry
            var geometry = Geometry as BillboardText3D;
            if (geometry == null)
            {
                return;
            }

            // --- material
            // this.AttachMaterial();
            billboardTextureVariable = effect.GetVariableByName("billboardTexture").AsShaderResource();

            var textureBytes = BillboardText3D.Texture.ToByteArray();
             //   billboardTextureView =new ShaderResourceView(Device, BillboardText3D.Texture);
            billboardTextureVariable.SetResource(billboardTextureView);

            // -- set geometry if given
            vertexBuffer = Device.CreateBuffer(BindFlags.VertexBuffer,
                VertexSizeInBytes, CreateBillboardVertexArray());

            /// --- set rasterstate
            OnRasterStateChanged(DepthBias);

            /// --- flush
            Device.ImmediateContext.Flush();
        }
Exemplo n.º 6
0
        private void BuildFX()
        {
            SharpDX.D3DCompiler.ShaderBytecode compiledShader = null;
            try
            {
                compiledShader = new SharpDX.D3DCompiler.ShaderBytecode(System.IO.File.ReadAllBytes("fx/lighting.fxo"));
                _fx            = new D3D11.Effect(Device, compiledShader);
            }
            catch (Exception ex)
            {
                MessageBox.Show(ex.Message);
                return;
            }
            finally
            {
                Util.ReleaseCom(ref compiledShader);
            }

            _tech                     = _fx.GetTechniqueByName("LightTech");
            _fxWVP                    = _fx.GetVariableByName("gWorldViewProj").AsMatrix();
            _fxWorld                  = _fx.GetVariableByName("gWorld").AsMatrix();
            _fxWIT                    = _fx.GetVariableByName("gWorldInvTranspose").AsMatrix();
            _fxEyePosW                = _fx.GetVariableByName("gEyePosW").AsVector();
            _fxDirLight               = _fx.GetVariableByName("gDirLight");
            _fxPointLight             = _fx.GetVariableByName("gPointLight");
            _fxSpotLight              = _fx.GetVariableByName("gSpotLight");
            _fxMaterial               = _fx.GetVariableByName("gMaterial");
            _fxDiffuseMap             = _fx.GetVariableByName("gDiffuseMap").AsShaderResource();
            _fxRefractiveMap          = _fx.GetVariableByName("gRefractiveMap").AsShaderResource();
            _fxClipPlane              = _fx.GetVariableByName("gClipPlane").AsVector();
            _fxReflectViewProj        = _fx.GetVariableByName("gReflectViewProj").AsMatrix();
            _fxReflectiveMap          = _fx.GetVariableByName("gReflectiveMap").AsShaderResource();
            _fxgRefractionPositionMap = _fx.GetVariableByName("gRefractionPositionMap").AsShaderResource();
            _fxUseStructBuf           = _fx.GetVariableByName("gUseStructBuf").AsScalar();
            _fxSolutionSR             = _fx.GetVariableByName("gSolution").AsShaderResource();
        }
Exemplo n.º 7
0
        private void CompileShader(Device device, string fullPath)
        {
            _File = fullPath;

            _CompiledEffect = ShaderBytecode.CompileFromFile(_File, "SpriteTech", "fx_5_0");

            if (_CompiledEffect.HasErrors) {
                Log.Write("Shader compilation failed with status code: {0} - {1} | Path: {2}", _CompiledEffect.ResultCode.Code, _CompiledEffect.Message, _File);
                return;
            }

            _Effect = new Effect(device, _CompiledEffect);
            _EffectTechnique = _Effect.GetTechniqueByName("SpriteTech");
            _SpriteMap = _Effect.GetVariableByName("SpriteTex").AsShaderResource();
            var _EffectPass = _EffectTechnique.GetPassByIndex(0).Description.Signature;

            InputElement[] _LayoutDescription = {
                new InputElement("POSITION", 0, SharpDX.DXGI.Format.R32G32B32_Float, 0, 0, InputClassification.PerVertexData, 0),
                new InputElement("TEXCOORD", 0, SharpDX.DXGI.Format.R32G32_Float, 12, 0, InputClassification.PerVertexData, 0),
                new InputElement("COLOR", 0, SharpDX.DXGI.Format.R32G32B32A32_Float, 20, 0, InputClassification.PerVertexData, 0)
            };

            _InputLayout = new InputLayout(device, _EffectPass, _LayoutDescription);
        }
Exemplo n.º 8
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        public void Initialize()
        {
            var direct2Dsettings = new RenderTarget.Configuration.CreationSettings(
                new Size(_settings.Width, _settings.Height),
                false,
                new SampleDescription(1, 0),
                RenderTarget.Configuration.RenderTargetClearSettings.Default,
                RenderTarget.Configuration.DepthStencilClearSettings.Default);

            RenderTargetDirect2D = _deviceManager.RenderTargetManager.CreateDirect2DRenderTarget(direct2Dsettings);

            _screenQuad = MeshFactory.CreateScreenQuad(_deviceManager.Device);
            //_screenQuadBinding = new VertexBufferBinding(_screenQuad, 20, 0);

            _effect = _deviceManager.ShaderCompiler.CreateEffectFromFile(@"..\..\Shaders\staging.fx");
            _pass = _effect.GetTechniqueByIndex(0).GetPassByIndex(0);

            //_elements = new[]
            //                {
            //                    new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0, InputClassification.PerVertexData, 0),
            //                    new InputElement("TEXCOORD", 0, Format.R32G32_Float, 12, 0, InputClassification.PerVertexData, 0),
            //                };

            _screenQuadBufferLayout = new InputLayout(_deviceManager.Device, _pass.Description.Signature, VertexPositionTexture.InputElements);
            //_screenQuadBufferLayout = new InputLayout(_deviceManager.Device, _pass.Description.Signature, _elements);

            _shaderResource = _effect.GetVariableByName("source").AsShaderResource();

            var bsd = new BlendStateDescription();
            bsd.RenderTarget[0].IsBlendEnabled = true;
            bsd.RenderTarget[0].SourceBlend = BlendOption.SourceColor;
            bsd.RenderTarget[0].DestinationBlend = BlendOption.BlendFactor;
            bsd.RenderTarget[0].BlendOperation = BlendOperation.Add;
            bsd.RenderTarget[0].SourceAlphaBlend = BlendOption.One;
            bsd.RenderTarget[0].DestinationAlphaBlend = BlendOption.Zero;
            bsd.RenderTarget[0].AlphaBlendOperation = BlendOperation.Add;
            bsd.RenderTarget[0].RenderTargetWriteMask = ColorWriteMaskFlags.All;

            _blendStateTransparent = new BlendState(_deviceManager.Device, bsd);
        }
Exemplo n.º 9
0
        public bool Initialize()
        {
            Debug.Assert(!_initialized);

            #region Shaders
            string SpriteFX = @"Texture2D SpriteTex;
SamplerState samLinear {
    Filter = MIN_MAG_MIP_LINEAR;
    AddressU = WRAP;
    AddressV = WRAP;
};
struct VertexIn {
    float3 PosNdc : POSITION;
    float2 Tex    : TEXCOORD;
    float4 Color  : COLOR;
};
struct VertexOut {
    float4 PosNdc : SV_POSITION;
    float2 Tex    : TEXCOORD;
    float4 Color  : COLOR;
};
VertexOut VS(VertexIn vin) {
    VertexOut vout;
    vout.PosNdc = float4(vin.PosNdc, 1.0f);
    vout.Tex    = vin.Tex;
    vout.Color  = vin.Color;
    return vout;
};
float4 PS(VertexOut pin) : SV_Target {
    return pin.Color*SpriteTex.Sample(samLinear, pin.Tex);
};
technique11 SpriteTech {
    pass P0 {
        SetVertexShader( CompileShader( vs_5_0, VS() ) );
        SetHullShader( NULL );
        SetDomainShader( NULL );
        SetGeometryShader( NULL );
        SetPixelShader( CompileShader( ps_5_0, PS() ) );
    }
};";
            #endregion

            _compiledFX = ShaderBytecode.Compile(SpriteFX, "SpriteTech", "fx_5_0");
            {
                
                if (_compiledFX.HasErrors)
                    return false;

                _effect = new Effect(_device, _compiledFX);
                {
                    _spriteTech = _effect.GetTechniqueByName("SpriteTech");
                    _spriteMap = _effect.GetVariableByName("SpriteTex").AsShaderResource();

                    var pass = _spriteTech.GetPassByIndex(0).Description.Signature;
                    InputElement[] layoutDesc = {
                                                    new InputElement("POSITION", 0, SharpDX.DXGI.Format.R32G32B32_Float, 0, 0, InputClassification.PerVertexData, 0),
                                                    new InputElement("TEXCOORD", 0, SharpDX.DXGI.Format.R32G32_Float, 12, 0, InputClassification.PerVertexData, 0),
                                                    new InputElement("COLOR", 0, SharpDX.DXGI.Format.R32G32B32A32_Float, 20, 0, InputClassification.PerVertexData, 0)
                                                };

                    _inputLayout = new InputLayout(_device, pass, layoutDesc);

                    // Create Vertex Buffer
                    BufferDescription vbd = new BufferDescription
                    {
                        SizeInBytes = 2048 * Marshal.SizeOf(typeof(SpriteVertex)),
                        Usage = ResourceUsage.Dynamic,
                        BindFlags = BindFlags.VertexBuffer,
                        CpuAccessFlags = CpuAccessFlags.Write,
                        OptionFlags = ResourceOptionFlags.None,
                        StructureByteStride = 0
                    };

                    _VB = new SharpDX.Direct3D11.Buffer(_device, vbd);

                    // Create and initialise Index Buffer

                    short[] indices = new short[3072];

                    for (ushort i = 0; i < 512; ++i)
                    {
                        indices[i * 6] = (short)(i * 4);
                        indices[i * 6 + 1] = (short)(i * 4 + 1);
                        indices[i * 6 + 2] = (short)(i * 4 + 2);
                        indices[i * 6 + 3] = (short)(i * 4);
                        indices[i * 6 + 4] = (short)(i * 4 + 2);
                        indices[i * 6 + 5] = (short)(i * 4 + 3);
                    }

                    _indexBuffer = Marshal.AllocHGlobal(indices.Length * Marshal.SizeOf(indices[0]));
                    Marshal.Copy(indices, 0, _indexBuffer, indices.Length);

                    BufferDescription ibd = new BufferDescription
                    {
                        SizeInBytes = 3072 * Marshal.SizeOf(typeof(short)),
                        Usage = ResourceUsage.Immutable,
                        BindFlags = BindFlags.IndexBuffer,
                        CpuAccessFlags = CpuAccessFlags.None,
                        OptionFlags = ResourceOptionFlags.None,
                        StructureByteStride = 0
                    };
                    
                    _IB = new SharpDX.Direct3D11.Buffer(_device, _indexBuffer, ibd);

                    BlendStateDescription transparentDesc = new BlendStateDescription()
                    {
                        AlphaToCoverageEnable = false,
                        IndependentBlendEnable = false,
                    };
                    transparentDesc.RenderTarget[0].IsBlendEnabled = true;
                    transparentDesc.RenderTarget[0].SourceBlend = BlendOption.SourceAlpha;
                    transparentDesc.RenderTarget[0].DestinationBlend = BlendOption.InverseSourceAlpha;
                    transparentDesc.RenderTarget[0].BlendOperation = BlendOperation.Add;
                    transparentDesc.RenderTarget[0].SourceAlphaBlend = BlendOption.One;
                    transparentDesc.RenderTarget[0].DestinationAlphaBlend = BlendOption.Zero;
                    transparentDesc.RenderTarget[0].AlphaBlendOperation = BlendOperation.Add;
                    transparentDesc.RenderTarget[0].RenderTargetWriteMask = ColorWriteMaskFlags.All;

                    _transparentBS = new BlendState(_device, transparentDesc);
                }
            }

            _initialized = true;

            return true;
        }
Exemplo n.º 10
0
        void CreateBuffers()
        {
            DisposeBuffers();

            // New RenderTargetView from the backbuffer
            using (var bb = Texture2D.FromSwapChain<Texture2D>(_swapChain, 0))
            {
                renderView = new RenderTargetView(_device, bb);
            }

            Texture2DDescription gBufferDesc = new Texture2DDescription()
            {
                ArraySize = 1,
                BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource,
                CpuAccessFlags = CpuAccessFlags.None,
                Format = Format.R8G8B8A8_UNorm,
                Width = _width,
                Height = _height,
                MipLevels = 1,
                OptionFlags = ResourceOptionFlags.None,
                SampleDescription = new SampleDescription(1, 0),
                Usage = ResourceUsage.Default
            };

            gBufferLight = new Texture2D(_device, gBufferDesc);
            gBufferLightView = new RenderTargetView(_device, gBufferLight);

            gBufferNormal = new Texture2D(_device, gBufferDesc);
            gBufferNormalView = new RenderTargetView(_device, gBufferNormal);

            gBufferDiffuse = new Texture2D(_device, gBufferDesc);
            gBufferDiffuseView = new RenderTargetView(_device, gBufferDiffuse);

            gBufferViews = new RenderTargetView[] { gBufferLightView, gBufferNormalView, gBufferDiffuseView };

            ShaderResourceViewDescription gBufferResourceDesc = new ShaderResourceViewDescription()
            {
                Format = Format.R8G8B8A8_UNorm,
                Dimension = ShaderResourceViewDimension.Texture2D,
                Texture2D = new ShaderResourceViewDescription.Texture2DResource()
                {
                    MipLevels = 1,
                    MostDetailedMip = 0
                }
            };
            lightBufferRes = new ShaderResourceView(_device, gBufferLight, gBufferResourceDesc);
            normalBufferRes = new ShaderResourceView(_device, gBufferNormal, gBufferResourceDesc);
            diffuseBufferRes = new ShaderResourceView(_device, gBufferDiffuse, gBufferResourceDesc);

            Texture2DDescription depthDesc = new Texture2DDescription()
            {
                ArraySize = 1,
                BindFlags = BindFlags.DepthStencil | BindFlags.ShaderResource,
                CpuAccessFlags = CpuAccessFlags.None,
                Format = Format.R32_Typeless,
                Width = _width,
                Height = _height,
                MipLevels = 1,
                OptionFlags = ResourceOptionFlags.None,
                SampleDescription = new SampleDescription(1, 0),
                Usage = ResourceUsage.Default
            };

            DepthStencilViewDescription depthViewDesc = new DepthStencilViewDescription()
            {
                Dimension = DepthStencilViewDimension.Texture2D,
                Format = Format.D32_Float,
            };

            ShaderResourceViewDescription resourceDesc = new ShaderResourceViewDescription()
            {
                Format = Format.R32_Float,
                Dimension = ShaderResourceViewDimension.Texture2D,
                Texture2D = new ShaderResourceViewDescription.Texture2DResource()
                {
                    MipLevels = 1,
                    MostDetailedMip = 0
                }
            };

            depthTexture = new Texture2D(_device, depthDesc);
            depthView = new DepthStencilView(_device, depthTexture, depthViewDesc);
            depthRes = new ShaderResourceView(_device, depthTexture, resourceDesc);

            lightDepthTexture = new Texture2D(_device, depthDesc);
            lightDepthView = new DepthStencilView(_device, lightDepthTexture, depthViewDesc);
            lightDepthRes = new ShaderResourceView(_device, lightDepthTexture, resourceDesc);

            lightBufferVar = effect2.GetVariableByName("lightBuffer").AsShaderResource();
            normalBufferVar = effect2.GetVariableByName("normalBuffer").AsShaderResource();
            diffuseBufferVar = effect2.GetVariableByName("diffuseBuffer").AsShaderResource();
            depthMapVar = effect2.GetVariableByName("depthMap").AsShaderResource();
            lightDepthMapVar = effect2.GetVariableByName("lightDepthMap").AsShaderResource();

            _immediateContext.Rasterizer.SetViewport(new ViewportF(0, 0, _width, _height));
        }
Exemplo n.º 11
0
        public WavesSimulator(IntPtr hInst)
            : base(hInst)
        {
            //Geometry Related Buffers
            _ballIB   = null;
            _ballVB   = null;
            _groundVB = null;
            _groundIB = null;
            _wavesVB  = null;
            _wavesIB  = null;


            _ballIndexCount   = 0;
            _groundIndexCount = 0;

            //WVP Matrices
            _groundWorld = Matrix.Identity;
            _wavesWorld  = Matrix.Translation(0, -2.0f, 0);
            _ballWorld   = Matrix.Translation(-30, 15, 0);
            _view        = Matrix.Identity;
            _proj        = Matrix.Identity;
            _reflectView = Matrix.Identity;

            //Rendering Effects Related
            _fx                       = null;
            _fxWVP                    = null;
            _tech                     = null;
            _fxWorld                  = null;
            _fxWIT                    = null;
            _fxEyePosW                = null;
            _fxDirLight               = null;
            _fxPointLight             = null;
            _fxSpotLight              = null;
            _fxMaterial               = null;
            _fxDiffuseMap             = null;
            _fxRefractiveMap          = null;
            _fxClipPlane              = null;
            _fxReflectiveMap          = null;
            _fxReflectViewProj        = null;
            _fxUseStructBuf           = null;
            _fxgRefractionPositionMap = null;

            //Textures and Views
            refractText             = null;
            refractRenderTargetView = null;
            refractResourceView     = null;

            reflectRenderTargetView = null;
            reflectResourceView     = null;
            reflectText             = null;

            positionMapRenderTargetView = null;
            positionMapResourceView     = null;
            positionMapText             = null;

            _groundMapSRV = null;
            _groundMap    = null;

            //Input Format
            _inputLayout = null;


            //Camera Related
            _theta        = 1.5f * MathF.PI;
            _phi          = 0.1f * MathF.PI;
            _radius       = 200.0f;
            _lastMousePos = new System.Drawing.Point(0, 0);
            _eyePosW      = new Vector3();


            //Shading and Lighting
            _alphaBlend = null;

            _dirLight = new DirectionalLight
            {
                Ambient   = new Color4(0.2f, 0.2f, 0.2f, 1),
                Diffuse   = new Color4(0.5f, 0.5f, 0.5f, 1),
                Specular  = new Color4(0.5f, 0.5f, 0.5f, 1),
                Direction = new Vector3(0.57735f, -0.57735f, 0.57735f)
            };

            _pointLight = new PointLight
            {
                Ambient     = new Color4(0.3f, 0.3f, 0.3f, 1),
                Diffuse     = new Color4(0.7f, 0.7f, 0.7f, 1),
                Specular    = new Color4(0.7f, 0.7f, 0.7f, 1),
                Attenuation = new Vector3(0.1f, 0.1f, 0.1f),
                Range       = 25.0f
            };
            _spotLight = new SpotLight
            {
                Ambient     = new Color4(0, 0, 0, 0),
                Diffuse     = new Color4(1.0f, 1.0f, 1.0f, 1),
                Specular    = Color.White,
                Attenuation = new Vector3(1.0f, 0.0f, 0.0f),
                Spot        = 96.0f,
                Range       = 10000.0f
            };


            _landMaterial = new Material
            {
                Ambient  = new Color4(1f, 1f, 1f, 1.0f),
                Diffuse  = new Color4(1, 1, 1, 1.0f),
                Specular = new Color4(0.2f, 0.2f, 0.2f, 16.0f),
                Reflect  = new Color4(1.0f, 1f, 1f, 1f)
            };
            _wavesMaterial = new Material
            {
                Ambient  = new Color4(1, 1, 1, 0.8f),
                Diffuse  = new Color4(0.137f, 0.42f, 0.556f, 1.0f),
                Specular = new Color4(0.8f, 0.8f, 0.8f, 96.0f),
                Reflect  = new Color4(2f, 1, 1, 1) //R component of Reflect is used for Gama Correction in Effect
            };


            _disposed         = false;
            MainWindowCaption = "Waves Simulator";
        }
Exemplo n.º 12
0
        public DrawingManager(DeviceManager deviceManager)
        {
            _device = deviceManager.Device;
            _context = deviceManager.Context;
            _vertexLayouts = deviceManager.VertexLayouts;

            var effect = deviceManager.Effect;

            _standardSmooth = effect.GetTechniqueByName("Standard|Smooth");
            _standardFlat = effect.GetTechniqueByName("Standard|Flat");
            _standardWireframe = effect.GetTechniqueByName("Standard|Wireframe");
            _prelitSmooth = effect.GetTechniqueByName("Prelit|Smooth");
            _prelitFlat = effect.GetTechniqueByName("Prelit|Flat");
            _prelitWireframe = effect.GetTechniqueByName("Prelit|Wireframe");

            _worldMatrix = effect.GetVariableByName("g_WorldMatrix").AsMatrix();
            _postWorldMatrix = effect.GetVariableByName("g_PostWorldMatrix").AsMatrix();
            _viewMatrix = effect.GetVariableByName("g_ViewMatrix").AsMatrix();
            _projectionMatrix = effect.GetVariableByName("g_ProjectionMatrix").AsMatrix();
            _color = effect.GetVariableByName("g_Color").AsVector();
            _opacity = effect.GetVariableByName("g_Opacity").AsScalar();
            _ambient = effect.GetVariableByName("g_Ambient").AsScalar();
            _diffuse = effect.GetVariableByName("g_Diffuse").AsScalar();
            _texture = effect.GetVariableByName("g_Texture").AsShaderResource();
            _mask = effect.GetVariableByName("g_Mask").AsShaderResource();
            _textureSampler = effect.GetVariableByName("g_TextureSampler").AsSampler();
            _hasTexture = effect.GetVariableByName("g_HasTexture").AsScalar();
            _hasMask = effect.GetVariableByName("g_HasMask").AsScalar();
            _isInstanced = effect.GetVariableByName("g_IsInstanced").AsScalar();
            _isColorTinted = effect.GetVariableByName("g_IsColorTinted").AsScalar();
            _globalLight = effect.GetVariableByName("g_GlobalLight");
            _lightViewProjectionMatrix = effect.GetVariableByName("g_LightViewProjectionMatrix").AsMatrix();

            //Set the states to Unknown initially.
            _currentDrawingState = DrawingState.Unknown;
            _currentTopologyState = PrimitiveTopologyState.Unknown;

            //Set the default of the g_PostWorldMatrix to Identity, so it isn't required to be set.
            _postWorldMatrix.SetMatrix(Matrix.Identity);

            //Setup shadow map technique.
            var shadowEffect = deviceManager.ShadowEffect;
            _shadowMapStandard = shadowEffect.GetTechniqueByName("ShadowMapTechnique|Standard");
            _shadowMapPrelit = shadowEffect.GetTechniqueByName("ShadowMapTechnique|Prelit");

            _isShadowInstanced = shadowEffect.GetVariableByName("g_IsInstanced").AsScalar();
            _shadowWorldMatrix = shadowEffect.GetVariableByName("g_WorldMatrix").AsMatrix();
            _shadowHasMask = shadowEffect.GetVariableByName("g_HasMask").AsScalar();
            _shadowMask = shadowEffect.GetVariableByName("g_Mask").AsShaderResource();
            _shadowLightViewProjectionMatrix = shadowEffect.GetVariableByName("g_LightViewProjectionMatrix").AsMatrix();
        }
Exemplo n.º 13
0
        public override void Attach(IRenderHost host)
        {
            this.width = (int)(Resolution.X + 0.5f); //faktor* oneK;
            this.height = (int)(this.Resolution.Y + 0.5f); // faktor* oneK;

            base.effectName = Techniques.RenderColors;
            base.Attach(host);

            if (!host.IsShadowMapEnabled)
            {
                return;
            }

            // gen shadow map
            this.depthBufferSM = new Texture2D(device, new Texture2DDescription()
            {
                Format = Format.R32_Typeless, //!!!! because of depth and shader resource
                //Format = global::SharpDX.DXGI.Format.B8G8R8A8_UNorm,
                ArraySize = 1,
                MipLevels = 1,
                Width = width,
                Height = height,
                SampleDescription = new SampleDescription(1, 0),
                Usage = ResourceUsage.Default,
                BindFlags = BindFlags.DepthStencil | BindFlags.ShaderResource, //!!!!
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags = ResourceOptionFlags.None,
            });

            this.colorBufferSM = new Texture2D(this.device, new Texture2DDescription
            {
                BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource,
                Format = Format.B8G8R8A8_UNorm,
                Width = width,
                Height = height,
                MipLevels = 1,
                SampleDescription = new SampleDescription(1, 0),
                Usage = ResourceUsage.Default,
                OptionFlags = ResourceOptionFlags.None,
                CpuAccessFlags = CpuAccessFlags.None,
                ArraySize = 1
            });

            this.renderTargetSM = new RenderTargetView(this.device, colorBufferSM)
            {
            };

            this.depthViewSM = new DepthStencilView(device, depthBufferSM, new DepthStencilViewDescription()
            {
                Format = Format.D32_Float,
                Dimension = DepthStencilViewDimension.Texture2D,
                Texture2D = new DepthStencilViewDescription.Texture2DResource()
                {
                    MipSlice = 0
                }
            });

            this.texShadowMapView = new ShaderResourceView(device, depthBufferSM, new ShaderResourceViewDescription()
            {
                Format = Format.R32_Float,
                Dimension = ShaderResourceViewDimension.Texture2D,
                Texture2D = new ShaderResourceViewDescription.Texture2DResource()
                {
                    MipLevels = 1,
                    MostDetailedMip = 0,
                }
            }); //!!!!

            this.texColorMapView = new ShaderResourceView(this.device, colorBufferSM, new ShaderResourceViewDescription()
            {
                Format = Format.B8G8R8A8_UNorm,
                Dimension = ShaderResourceViewDimension.Texture2D,
                Texture2D = new ShaderResourceViewDescription.Texture2DResource()
                {
                    MipLevels = 1,
                    MostDetailedMip = 0,
                }
            });

            this.texShadowMapVariable = effect.GetVariableByName("texShadowMap").AsShaderResource();
            this.vShadowMapInfoVariable = effect.GetVariableByName("vShadowMapInfo").AsVector();
            this.vShadowMapSizeVariable = effect.GetVariableByName("vShadowMapSize").AsVector();
            this.shadowPassContext = new RenderContext((DPFCanvas)host, this.effect);
        }
Exemplo n.º 14
0
        /// <summary>
        /// deviceを作成します。
        /// </summary>
        /// <param name="control">レンダリング先となるcontrol</param>
        /// <param name="tso_config">設定</param>
        /// <returns>deviceの作成に成功したか</returns>
        public bool InitializeApplication(Control control, TSOConfig tso_config)
        {
            this.tso_config = tso_config;
            SetControl(control);

            control.MouseDown += new MouseEventHandler(form_OnMouseDown);
            control.MouseMove += new MouseEventHandler(form_OnMouseMove);

            {
            device = new Device(DriverType.Hardware, DeviceCreationFlags.None);

            var desc = new SharpDX.DXGI.SwapChainDescription()
            {
                BufferCount = 1,
                Usage = SharpDX.DXGI.Usage.RenderTargetOutput,
                OutputHandle = control.Handle,
                IsWindowed = true,
                ModeDescription = new SharpDX.DXGI.ModeDescription(0, 0, new SharpDX.DXGI.Rational(60, 1), SharpDX.DXGI.Format.R8G8B8A8_UNorm),
                SampleDescription = DetectSampleDescription(device, SharpDX.DXGI.Format.D32_Float),
                Flags = SharpDX.DXGI.SwapChainFlags.AllowModeSwitch,
                SwapEffect = SharpDX.DXGI.SwapEffect.Discard
            };
            dxgi_factory = new SharpDX.DXGI.Factory();
            swap_chain = new SharpDX.DXGI.SwapChain(dxgi_factory, device, desc);
            }

            ctx = device.ImmediateContext;

            Stopwatch sw = new Stopwatch();
            sw.Start();

            string effect_file = Path.Combine(Application.StartupPath, @"toonshader.fx.bin");
            if (! File.Exists(effect_file))
            {
            Console.WriteLine("File not found: " + effect_file);
            return false;
            }
            try
            {
            var shader_bytecode = ShaderBytecode.FromFile(effect_file);
            effect = new Effect(device, shader_bytecode);
            }
            catch (SharpDX.CompilationException e)
            {
            Console.WriteLine(e.Message + ": " + effect_file);
            return false;
            }

            sw.Stop();
            Console.WriteLine("toonshader.fx.bin read time: " + sw.Elapsed);

            string techmap_file = Path.Combine(Application.StartupPath, @"techmap.txt");
            if (! File.Exists(techmap_file))
            {
            Console.WriteLine("File not found: " + techmap_file);
            return false;
            }
            techmap.Load(techmap_file);

            World_variable = effect.GetVariableBySemantic("World").AsMatrix();
            WorldView_variable = effect.GetVariableBySemantic("WorldView").AsMatrix();
            WorldViewProjection_variable = effect.GetVariableBySemantic("WorldViewProjection").AsMatrix();
            /* for HUD */
            Projection_variable = effect.GetVariableBySemantic("Projection").AsMatrix();

            LocalBoneMats_variable = effect.GetVariableByName("LocalBoneMats").AsMatrix();
            LightDirForced_variable = effect.GetVariableByName("LightDirForced").AsVector();
            UVSCR_variable = effect.GetVariableByName("UVSCR").AsVector();

            cb_variable = effect.GetConstantBufferByName("cb");

            ShadeTex_texture_variable = effect.GetVariableByName("ShadeTex_texture").AsShaderResource();
            ColorTex_texture_variable = effect.GetVariableByName("ColorTex_texture").AsShaderResource();

            figures.Camera = camera;
            figures.TSOFileOpen += delegate(TSOFile tso)
            {
            tso.Open(device, effect);
            techmap.AssignTechniqueIndices(tso);
            };

            // Define an input layout to be passed to the vertex shader.
            var technique = effect.GetTechniqueByIndex(0);
            il = new InputLayout(device, technique.GetPassByIndex(0).Description.Signature, TSOSubMesh.ie);

            // Setup the immediate context to use the shaders and model we defined.
            ctx.InputAssembler.InputLayout = il;

            camera.Update();

            DefineBlendState();
            DefineDepthStencilState();
            DefineRasterizerState();

            return true;
        }
Exemplo n.º 15
0
        /// <summary>
        /// deviceを作成します。
        /// </summary>
        /// <param name="control">レンダリング先となるcontrol</param>
        /// <param name="ocu_config">設定</param>
        /// <returns>deviceの作成に成功したか</returns>
        public bool InitializeApplication(Control control, OcuConfig ocu_config)
        {
            this.ocu_config = ocu_config;
            oculus = new OculusWrap.Wrap();

            // Initialize the Oculus runtime.
            bool success = oculus.Initialize();
            if (!success)
            {
            MessageBox.Show("Failed to initialize the Oculus runtime library.", "Uh oh", MessageBoxButtons.OK, MessageBoxIcon.Error);
            return false;
            }

            // Use the head mounted display, if it's available, otherwise use the debug HMD.
            int numberOfHeadMountedDisplays = oculus.Hmd_Detect();
            if (numberOfHeadMountedDisplays > 0)
            hmd = oculus.Hmd_Create(0);
            else
            hmd = oculus.Hmd_CreateDebug(OculusWrap.OVR.HmdType.DK2);

            if (hmd == null)
            {
            MessageBox.Show("Oculus Rift not detected.", "Uh oh", MessageBoxButtons.OK, MessageBoxIcon.Error);
            return false;
            }

            if (hmd.ProductName == string.Empty)
            MessageBox.Show("The HMD is not enabled.", "There's a tear in the Rift", MessageBoxButtons.OK, MessageBoxIcon.Error);

            // Specify which head tracking capabilities to enable.
            hmd.SetEnabledCaps(OculusWrap.OVR.HmdCaps.LowPersistence | OculusWrap.OVR.HmdCaps.DynamicPrediction);

            // Start the sensor which informs of the Rift's pose and motion
            hmd.ConfigureTracking(OculusWrap.OVR.TrackingCaps.ovrTrackingCap_Orientation | OculusWrap.OVR.TrackingCaps.ovrTrackingCap_MagYawCorrection | OculusWrap.OVR.TrackingCaps.ovrTrackingCap_Position, OculusWrap.OVR.TrackingCaps.None);

            // Create DirectX drawing device.
            device = new Device(SharpDX.Direct3D.DriverType.Hardware, DeviceCreationFlags.None);

            ctx = device.ImmediateContext;

            Stopwatch sw = new Stopwatch();
            sw.Start();

            string effect_file = Path.Combine(Application.StartupPath, @"toonshader.fx.bin");
            if (! File.Exists(effect_file))
            {
            Console.WriteLine("File not found: " + effect_file);
            return false;
            }
            try
            {
            var shader_bytecode = ShaderBytecode.FromFile(effect_file);
            effect = new Effect(device, shader_bytecode);
            }
            catch (SharpDX.CompilationException e)
            {
            Console.WriteLine(e.Message + ": " + effect_file);
            return false;
            }

            sw.Stop();
            Console.WriteLine("toonshader.fx.bin read time: " + sw.Elapsed);

            string techmap_file = Path.Combine(Application.StartupPath, @"techmap.txt");
            if (!File.Exists(techmap_file))
            {
            Console.WriteLine("File not found: " + techmap_file);
            return false;
            }
            techmap.Load(techmap_file);

            control.MouseDown += new MouseEventHandler(form_OnMouseDown);

            // Define the properties of the swap chain.
            SwapChainDescription swapChainDescription = DefineSwapChainDescription(control);

            // Create DirectX Graphics Interface factory, used to create the swap chain.
            dxgi_factory = new SharpDX.DXGI.Factory();
            // Create the swap chain.
            swap_chain = new SwapChain(dxgi_factory, device, swapChainDescription);

            // Retrieve the back buffer of the swap chain.
            buf0 = swap_chain.GetBackBuffer<Texture2D>(0);
            buf0_view = new RenderTargetView(device, buf0);

            // Create a depth buffer, using the same width and height as the back buffer.
            Texture2DDescription depthBufferDescription = DefineDepthBufferDescription(control);

            // Create the depth buffer.
            ztex = new Texture2D(device, depthBufferDescription);
            ztex_view = new DepthStencilView(device, ztex);

            ctx.OutputMerger.SetRenderTargets(ztex_view, buf0_view);

            viewport = new Viewport(0, 0, hmd.Resolution.Width, hmd.Resolution.Height, 0.0f, 1.0f);
            ctx.Rasterizer.SetViewport(viewport);

            // Retrieve the DXGI device, in order to set the maximum frame latency.
            using (SharpDX.DXGI.Device1 dxgiDevice = device.QueryInterface<SharpDX.DXGI.Device1>())
            {
            dxgiDevice.MaximumFrameLatency = 1;
            }

            layers = new OculusWrap.Layers();
            layer_eye_fov = layers.AddLayerEyeFov();

            CreateEyeTextures();

            CreateMirrorTexture(control);

            World_variable = effect.GetVariableBySemantic("World").AsMatrix();
            WorldView_variable = effect.GetVariableBySemantic("WorldView").AsMatrix();
            WorldViewProjection_variable = effect.GetVariableBySemantic("WorldViewProjection").AsMatrix();
            /* for HUD */
            Projection_variable = effect.GetVariableBySemantic("Projection").AsMatrix();

            LocalBoneMats_variable = effect.GetVariableByName("LocalBoneMats").AsMatrix();
            LightDirForced_variable = effect.GetVariableByName("LightDirForced").AsVector();
            UVSCR_variable = effect.GetVariableByName("UVSCR").AsVector();

            cb_variable = effect.GetConstantBufferByName("cb");

            ShadeTex_texture_variable = effect.GetVariableByName("ShadeTex_texture").AsShaderResource();
            ColorTex_texture_variable = effect.GetVariableByName("ColorTex_texture").AsShaderResource();

            //figures.Camera = camera;
            figures.TSOFileOpen += delegate(TSOFile tso)
            {
            tso.Open(device, effect);
            techmap.AssignTechniqueIndices(tso);
            };

            // Define an input layout to be passed to the vertex shader.
            var technique = effect.GetTechniqueByIndex(0);
            il = new InputLayout(device, technique.GetPassByIndex(0).Description.Signature, TSOSubMesh.ie);

            // Setup the immediate context to use the shaders and model we defined.
            ctx.InputAssembler.InputLayout = il;

            DefineBlendState();
            DefineDepthStencilState();
            DefineRasterizerState();

            main_camera = new Camera()
            {
            Position = ocu_config.Position,
            Rotation = Quaternion.Identity,
            };

            directInput = new DirectInput();
            keyboard = new Keyboard(directInput);
            keyboard.Acquire();

            keyboardState = keyboard.GetCurrentState();

            return true;
        }
Exemplo n.º 16
0
 private void Init() {
     _ColorMap0Var = GetVariableByName("g_ColorMap0").AsShaderResource();
     _SpecularMap0Var = GetVariableByName("g_SpecularMap0").AsShaderResource();
     _NormalMap0Var = GetVariableByName("g_NormalMap0").AsShaderResource();
     _ColorVar = GetVariableByName("g_Color").AsVector();
 }
Exemplo n.º 17
0
        public void Initialize()
        {
            Form.SizeChanged += (o, args) =>
            {
                if (_swapChain == null)
                    return;

                renderView.Dispose();
                depthView.Dispose();
                DisposeBuffers();

                if (Form.WindowState == FormWindowState.Minimized)
                    return;

                Width = Form.ClientSize.Width;
                Height = Form.ClientSize.Height;
                _swapChain.ResizeBuffers(_swapChain.Description.BufferCount, 0, 0, Format.Unknown, 0);

                CreateBuffers();
                SetSceneConstants();
            };

            Width = 1024;
            Height = 768;
            NearPlane = 1.0f;
            FarPlane = 200.0f;
            FieldOfView = (float)Math.PI / 4;

            try
            {
                OnInitializeDevice();
            }
            catch (Exception e)
            {
                MessageBox.Show(e.ToString(), "Could not create DirectX 11 device.");
                return;
            }


            // shader.fx

            const ShaderFlags shaderFlags = ShaderFlags.None;
            //const ShaderFlags shaderFlags = ShaderFlags.Debug | ShaderFlags.SkipOptimization;

            string[] sources = new[] { "shader.fx", "grender.fx" };
            using (var shaderByteCode = ShaderLoader.FromResource(Assembly.GetExecutingAssembly(), sources, shaderFlags))
            {
                effect = new Effect(_device, shaderByteCode);
            }
            EffectTechnique technique = effect.GetTechniqueByName("GBufferCreate");
            shadowGenPass = technique.GetPassByName("ShadowMap");
            gBufferGenPass = technique.GetPassByName("GBufferGen");
            debugDrawPass = technique.GetPassByName("DebugDraw");

            BufferDescription sceneConstantsDesc = new BufferDescription()
            {
                SizeInBytes = Marshal.SizeOf(typeof(ShaderSceneConstants)),
                Usage = ResourceUsage.Dynamic,
                BindFlags = BindFlags.ConstantBuffer,
                CpuAccessFlags = CpuAccessFlags.Write,
                OptionFlags = ResourceOptionFlags.None
            };
            sceneConstantsBuffer = new Buffer(_device, sceneConstantsDesc);
            EffectConstantBuffer effectConstantBuffer = effect.GetConstantBufferByName("scene");
            effectConstantBuffer.SetConstantBuffer(sceneConstantsBuffer);

            RasterizerStateDescription _rasterizerStateDesc = new RasterizerStateDescription()
            {
                CullMode = CullMode.None,
                FillMode = FillMode.Solid,
                DepthBias = 0,
                DepthBiasClamp = 0,
                SlopeScaledDepthBias = 0,
                IsDepthClipEnabled = true,
            };
            noCullState = new RasterizerState(_device, _rasterizerStateDesc);
            _rasterizerStateDesc.CullMode = CullMode.Back;
            backCullState = new RasterizerState(_device, _rasterizerStateDesc);
            _rasterizerStateDesc.CullMode = CullMode.Front;
            frontCullState = new RasterizerState(_device, _rasterizerStateDesc);
            _immediateContext.Rasterizer.State = CullingEnabled ? backCullState : noCullState;

            DepthStencilStateDescription depthDesc = new DepthStencilStateDescription()
            {
                IsDepthEnabled = true,
                IsStencilEnabled = false,
                DepthWriteMask = DepthWriteMask.All,
                DepthComparison = Comparison.Less
            };
            depthState = new DepthStencilState(_device, depthDesc);
            depthDesc.DepthWriteMask = DepthWriteMask.Zero;
            outsideLightVolumeDepthState = new DepthStencilState(_device, depthDesc);
            depthDesc.DepthComparison = Comparison.Greater;
            insideLightVolumeDepthState = new DepthStencilState(_device, depthDesc);

            DepthStencilStateDescription lightDepthStateDesc = new DepthStencilStateDescription()
            {
                IsDepthEnabled = true,
                IsStencilEnabled = false,
                DepthWriteMask = DepthWriteMask.All,
                DepthComparison = Comparison.Less
            };
            lightDepthStencilState = new DepthStencilState(_device, lightDepthStateDesc);


            // grender.fx
            technique = effect.GetTechniqueByName("DeferredShader");
            gBufferRenderPass = technique.GetPassByName("DeferredShader");
            gBufferPostProcessPass = technique.GetPassByName("Blur");
            gBufferPostProcessPass2 = technique.GetPassByName("PostProcess");
            gBufferOverlayPass = technique.GetPassByName("Overlay");

            lightBufferVar = effect.GetVariableByName("lightBuffer").AsShaderResource();
            normalBufferVar = effect.GetVariableByName("normalBuffer").AsShaderResource();
            diffuseBufferVar = effect.GetVariableByName("diffuseBuffer").AsShaderResource();
            depthMapVar = effect.GetVariableByName("depthMap").AsShaderResource();
            shadowLightDepthBufferVar = effect.GetVariableByName("lightDepthMap").AsShaderResource();

            sunLightDirectionVar = effect.GetVariableByName("SunLightDirection").AsVector();
            viewportWidthVar = effect.GetVariableByName("ViewportWidth").AsScalar();
            viewportHeightVar = effect.GetVariableByName("ViewportHeight").AsScalar();
            viewParametersVar = effect.GetVariableByName("ViewParameters").AsVector();

            overlayViewProjectionVar = effect.GetVariableByName("OverlayViewProjection").AsMatrix();


            // light.fx
            using (var shaderByteCode = ShaderLoader.FromResource(Assembly.GetExecutingAssembly(), "light.fx", shaderFlags))
            {
                lightShader = new Effect(_device, shaderByteCode);
            }

            technique = lightShader.GetTechniqueByIndex(0);
            lightAccumulationPass = technique.GetPassByName("Light");

            lightWorldVar = lightShader.GetVariableByName("World").AsMatrix();
            lightPositionRadiusVar = lightShader.GetVariableByName("PositionRadius").AsVector();
            lightColorVar = lightShader.GetVariableByName("Color").AsVector();

            lightProjectionVar = lightShader.GetVariableByName("Projection").AsMatrix();
            lightViewVar = lightShader.GetVariableByName("View").AsMatrix();
            lightViewInverseVar = lightShader.GetVariableByName("ViewInverse").AsMatrix();
            lightViewportWidthVar = lightShader.GetVariableByName("ViewportWidth").AsScalar();
            lightViewportHeightVar = lightShader.GetVariableByName("ViewportHeight").AsScalar();
            lightEyePositionVar = lightShader.GetVariableByName("EyePosition").AsVector();
            lightViewParametersVar = lightShader.GetVariableByName("ViewParameters").AsVector();

            InputElement[] elements = new InputElement[]
            {
                new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0, InputClassification.PerVertexData, 0),
            };
            lightVolumeInputLayout = new InputLayout(Device, lightShader.GetTechniqueByIndex(0).GetPassByName("Light").Description.Signature, elements);

            pointLightVolumeVertices = Light.CreatePointLightVolume(out pointLightVolumeIndices);
            BufferDescription vertexBufferDesc = new BufferDescription()
            {
                SizeInBytes = Vector3.SizeInBytes * pointLightVolumeVertices.Length,
                Usage = ResourceUsage.Default,
                BindFlags = BindFlags.VertexBuffer,
            };

            using (var data = new SharpDX.DataStream(vertexBufferDesc.SizeInBytes, false, true))
            {
                data.WriteRange(pointLightVolumeVertices);
                data.Position = 0;
                pointLightVolumeVertexBuffer = new Buffer(Device, data, vertexBufferDesc);
            }
            pointLightVolumeVertexBufferBinding = new VertexBufferBinding(pointLightVolumeVertexBuffer, 12, 0);

            BufferDescription indexBufferDesc = new BufferDescription()
            {
                SizeInBytes = sizeof(uint) * pointLightVolumeIndices.Length,
                Usage = ResourceUsage.Default,
                BindFlags = BindFlags.IndexBuffer
            };
            using (var data = new SharpDX.DataStream(indexBufferDesc.SizeInBytes, false, true))
            {
                data.WriteRange(pointLightVolumeIndices);
                data.Position = 0;
                pointLightVolumeIndexBuffer = new Buffer(Device, data, indexBufferDesc);
            }

            lightDepthBufferVar = lightShader.GetVariableByName("depthBuffer").AsShaderResource();
            lightNormalBufferVar = lightShader.GetVariableByName("normalBuffer").AsShaderResource();

            lights.Add(new Light(pointLightPosition, 60, new Vector4(1, 0.95f, 0.9f, 1)));
            //lights.Add(new Light(pointLightPosition, 60, new Vector4(0, 0, 1, 1)));
            //lights.Add(new Light(new Vector3(-10, 10, 10), 30, new Vector4(1, 0, 0, 1)));
            //lights.Add(new Light(new Vector3(10, 5, -10), 20, new Vector4(0, 1, 0, 1)));
            //lights.Add(new Light(new Vector3(-10, 5, -10), 20, new Vector4(1, 0, 1, 1)));


            Info = new InfoText(_device, 256, 256);
            _meshFactory = new MeshFactory(this);

            CreateBuffers();
        }
Exemplo n.º 18
0
 private void Init() {
     _ColorMap0Var = GetVariableByName("g_ColorMap0").AsShaderResource();
     _SpecularMap0Var = GetVariableByName("g_SpecularMap0").AsShaderResource();
     _NormalMap0Var = GetVariableByName("g_NormalMap0").AsShaderResource();
     _EnvironmentMap = GetVariableByName("g_EnvMap").AsShaderResource();
 }