Пример #1
0
        private void DrawTextureSampling()
        {
            // Clears the screen
            GraphicsContext.CommandList.Clear(GraphicsDevice.Presenter.BackBuffer, Color.LightBlue);
            GraphicsContext.CommandList.Clear(GraphicsDevice.Presenter.DepthStencilBuffer, DepthStencilClearOptions.DepthBuffer | DepthStencilClearOptions.Stencil);
            GraphicsContext.CommandList.SetRenderTargetAndViewport(GraphicsDevice.Presenter.DepthStencilBuffer, GraphicsDevice.Presenter.BackBuffer);

            // Update effect
            simpleEffect.UpdateEffect(GraphicsDevice);

            // Create pipeline state
            pipelineState.State.SetDefaults();
            pipelineState.State.RootSignature   = simpleEffect.RootSignature;
            pipelineState.State.EffectBytecode  = simpleEffect.Effect.Bytecode;
            pipelineState.State.InputElements   = mesh.Draw.VertexBuffers.CreateInputElements();
            pipelineState.State.PrimitiveType   = PrimitiveType.TriangleList;
            pipelineState.State.RasterizerState = RasterizerStates.CullNone;
            pipelineState.State.Output.CaptureState(GraphicsContext.CommandList);
            pipelineState.Update();

            // Set pipeline state
            GraphicsContext.CommandList.SetPipelineState(pipelineState.CurrentState);

            // Set vertex/index buffers
            GraphicsContext.CommandList.SetVertexBuffer(0, mesh.Draw.VertexBuffers[0].Buffer, mesh.Draw.VertexBuffers[0].Offset, mesh.Draw.VertexBuffers[0].Stride);
            GraphicsContext.CommandList.SetIndexBuffer(mesh.Draw.IndexBuffer.Buffer, mesh.Draw.IndexBuffer.Offset, mesh.Draw.IndexBuffer.Is32Bit);

            for (var i = 0; i < myDraws.Length; ++i)
            {
                simpleEffect.Parameters.Set(TexturingKeys.Sampler, myDraws[i].Sampler);
                simpleEffect.Parameters.Set(SpriteBaseKeys.MatrixTransform, myDraws[i].Transform);
                simpleEffect.Apply(GraphicsContext);
                GraphicsContext.CommandList.DrawIndexed(6);
            }
        }
Пример #2
0
        protected override void Draw(GameTime gameTime)
        {
            base.Draw(gameTime);
            var cl = GraphicsContext.CommandList;

            cl.ResetTargets();
            var gp = GraphicsDevice.Presenter;

            cl.Clear(gp.BackBuffer, Color.Blue);
            cl.Clear(gp.DepthStencilBuffer, DepthStencilClearOptions.DepthBuffer | DepthStencilClearOptions.Stencil);
            // Render to the backbuffer
            cl.SetRenderTargetAndViewport(gp.DepthStencilBuffer, gp.BackBuffer);

            if (_tribuf == null)
            {
                Init();
            }

            simpleEffect.UpdateEffect(GraphicsDevice);

            pipelineState.State.RootSignature  = simpleEffect.RootSignature;
            pipelineState.State.EffectBytecode = simpleEffect.Effect.Bytecode;
            pipelineState.State.BlendState     = BlendStates.Default;
            pipelineState.State.Output.CaptureState(cl);
            pipelineState.Update();

            cl.SetPipelineState(pipelineState.CurrentState);

            // Apply the effect
            simpleEffect.Apply(GraphicsContext);

            cl.SetVertexBuffer(0, _tribuf, 0, 16);
            cl.Draw(3, 0);
        }
Пример #3
0
        protected override void DrawCore(RenderDrawContext context)
        {
            if (string.IsNullOrEmpty(ShaderSourceName))
            {
                return;
            }

            Parameters.Set(ComputeEffectShaderKeys.ThreadNumbers, ThreadNumbers);
            Parameters.Set(ComputeEffectShaderKeys.ComputeShaderName, ShaderSourceName);
            Parameters.Set(ComputeShaderBaseKeys.ThreadGroupCountGlobal, ThreadGroupCounts);

            if (pipelineStateDirty)
            {
                EffectInstance.UpdateEffect(GraphicsDevice);

                pipelineState.State.SetDefaults();
                pipelineState.State.RootSignature  = EffectInstance.RootSignature;
                pipelineState.State.EffectBytecode = EffectInstance.Effect.Bytecode;
                pipelineState.Update();
                pipelineStateDirty = false;
            }

            // Apply pipeline state
            context.CommandList.SetPipelineState(pipelineState.CurrentState);

            // Apply the effect
            EffectInstance.Apply(context.GraphicsContext);

            // Draw a full screen quad
            context.CommandList.Dispatch(ThreadGroupCounts.X, ThreadGroupCounts.Y, ThreadGroupCounts.Z);

            // Un-apply
            //throw new InvalidOperationException();
            //EffectInstance.Effect.UnbindResources(GraphicsDevice);
        }
Пример #4
0
        /// <summary>
        /// Begins text rendering (swaps and maps the vertex buffer to write to).
        /// </summary>
        /// <param name="graphicsContext">The current GraphicsContext.</param>
        public void End([NotNull] GraphicsContext graphicsContext)
        {
            if (graphicsContext == null)
            {
                throw new ArgumentNullException(nameof(graphicsContext));
            }

            // Unmap the vertex buffer
            graphicsContext.CommandList.UnmapSubresource(mappedVertexBuffer);
            mappedVertexBufferPointer = IntPtr.Zero;

            // Update pipeline state
            pipelineState.State.SetDefaults();
            pipelineState.State.RootSignature     = simpleEffect.RootSignature;
            pipelineState.State.EffectBytecode    = simpleEffect.Effect.Bytecode;
            pipelineState.State.DepthStencilState = DepthStencilStates.None;
            pipelineState.State.BlendState        = BlendStates.AlphaBlend;
            pipelineState.State.Output.CaptureState(graphicsContext.CommandList);
            pipelineState.State.InputElements = inputElementDescriptions[activeVertexBufferIndex];
            pipelineState.Update();

            graphicsContext.CommandList.SetPipelineState(pipelineState.CurrentState);

            // Update effect
            simpleEffect.UpdateEffect(graphicsContext.CommandList.GraphicsDevice);
            simpleEffect.Apply(graphicsContext);

            // Bind and draw
            graphicsContext.CommandList.SetVertexBuffer(0, vertexBuffersBinding[activeVertexBufferIndex].Buffer, vertexBuffersBinding[activeVertexBufferIndex].Offset, vertexBuffersBinding[activeVertexBufferIndex].Stride);
            graphicsContext.CommandList.SetIndexBuffer(indexBufferBinding.Buffer, 0, indexBufferBinding.Is32Bit);

            graphicsContext.CommandList.DrawIndexed(charsToRenderCount * 6);
        }
Пример #5
0
        protected override async Task LoadContent()
        {
            await base.LoadContent();

            var view       = Matrix.LookAtRH(new Vector3(2, 2, 2), new Vector3(0, 0, 0), Vector3.UnitY);
            var projection = Matrix.PerspectiveFovRH((float)Math.PI / 4.0f, (float)GraphicsDevice.Presenter.BackBuffer.ViewWidth / GraphicsDevice.Presenter.BackBuffer.ViewHeight, 0.1f, 100.0f);

            worldViewProjection = Matrix.Multiply(view, projection);

            geometry     = GeometricPrimitive.Cube.New(GraphicsDevice);
            simpleEffect = new EffectInstance(new Effect(GraphicsDevice, SpriteEffect.Bytecode));
            simpleEffect.Parameters.Set(TexturingKeys.Texture0, UVTexture);
            simpleEffect.UpdateEffect(GraphicsDevice);

            // TODO DisposeBy is not working with device reset
            offlineTarget0 = Texture.New2D(GraphicsDevice, 512, 512, PixelFormat.R8G8B8A8_UNorm, TextureFlags.ShaderResource | TextureFlags.RenderTarget).DisposeBy(this);

            offlineTarget1 = Texture.New2D(GraphicsDevice, 512, 512, PixelFormat.R8G8B8A8_UNorm, TextureFlags.ShaderResource | TextureFlags.RenderTarget).DisposeBy(this);
            offlineTarget2 = Texture.New2D(GraphicsDevice, 512, 512, PixelFormat.R8G8B8A8_UNorm, TextureFlags.ShaderResource | TextureFlags.RenderTarget).DisposeBy(this);

            depthBuffer = Texture.New2D(GraphicsDevice, 512, 512, PixelFormat.D16_UNorm, TextureFlags.DepthStencil).DisposeBy(this);

            width  = GraphicsDevice.Presenter.BackBuffer.ViewWidth;
            height = GraphicsDevice.Presenter.BackBuffer.ViewHeight;
        }
Пример #6
0
        protected override void Draw(GameTime gameTime)
        {
            base.Draw(gameTime);

            // Clear screen
            GraphicsContext.CommandList.Clear(GraphicsDevice.Presenter.BackBuffer, Color.CornflowerBlue);
            GraphicsContext.CommandList.Clear(GraphicsDevice.Presenter.DepthStencilBuffer,
                                              DepthStencilClearOptions.DepthBuffer | DepthStencilClearOptions.Stencil);

            // Set render target
            GraphicsContext.CommandList.SetRenderTargetAndViewport(GraphicsDevice.Presenter.DepthStencilBuffer,
                                                                   GraphicsDevice.Presenter.BackBuffer);

            var time = (float)gameTime.Total.TotalSeconds;

            // Compute matrices
            var world = Matrix.Scaling((float)Math.Sin(time * 1.5f) * 0.2f + 1.0f)
                        * Matrix.RotationX(time)
                        * Matrix.RotationY(time * 2.0f)
                        * Matrix.RotationZ(time * .7f)
                        * Matrix.Translation(0, 0, 0);
            var projection = Matrix.PerspectiveFovRH((float)Math.PI / 4.0f,
                                                     (float)GraphicsDevice.Presenter.BackBuffer.ViewWidth / GraphicsDevice.Presenter.BackBuffer.ViewHeight,
                                                     0.1f, 100.0f);

            // Setup effect/shader
            simpleEffect.Parameters.Set(SpriteBaseKeys.MatrixTransform, Matrix.Multiply(world, Matrix.Multiply(view, projection)));
            simpleEffect.UpdateEffect(GraphicsDevice);

            // Draw
            teapot.Draw(GraphicsContext, simpleEffect);
        }
Пример #7
0
        /// <summary>
        /// Initializes a FastTextRendering instance (create and build required ressources, ...).
        /// </summary>
        /// <param name="graphicsContext">The current GraphicsContext.</param>
        private unsafe void Initialize(GraphicsContext graphicsContext, int maxCharacters)
        {
            maxCharacterCount = maxCharacters;
            var indexBufferSize   = maxCharacters * 6 * sizeof(int);
            var indexBufferLength = indexBufferSize / IndexStride;

            // Map and build the indice buffer
            indexBuffer = graphicsContext.Allocator.GetTemporaryBuffer(new BufferDescription(indexBufferSize, BufferFlags.IndexBuffer, GraphicsResourceUsage.Dynamic));

            var mappedIndices = graphicsContext.CommandList.MapSubresource(indexBuffer, 0, MapMode.WriteNoOverwrite, false, 0, indexBufferSize);
            var indexPointer  = mappedIndices.DataBox.DataPointer;

            var i = 0;

            for (var c = 0; c < maxCharacters; c++)
            {
                *(int *)(indexPointer + IndexStride * i++) = c * 4 + 0;
                *(int *)(indexPointer + IndexStride * i++) = c * 4 + 1;
                *(int *)(indexPointer + IndexStride * i++) = c * 4 + 2;

                *(int *)(indexPointer + IndexStride * i++) = c * 4 + 1;
                *(int *)(indexPointer + IndexStride * i++) = c * 4 + 3;
                *(int *)(indexPointer + IndexStride * i++) = c * 4 + 2;
            }

            graphicsContext.CommandList.UnmapSubresource(mappedIndices);

            indexBufferBinding = new IndexBufferBinding(Buffer.Index.New(graphicsContext.CommandList.GraphicsDevice, new DataPointer(indexPointer, indexBufferSize)), true, indexBufferLength);

            // Create vertex buffers
            vertexBuffers = new Buffer[VertexBufferCount];
            for (int j = 0; j < VertexBufferCount; j++)
            {
                vertexBuffers[j] = Buffer.Vertex.New(graphicsContext.CommandList.GraphicsDevice, new VertexPositionNormalTexture[VertexBufferLength], GraphicsResourceUsage.Dynamic);
            }

            vertexBuffersBinding = new VertexBufferBinding[VertexBufferCount];
            for (int j = 0; j < VertexBufferCount; j++)
            {
                vertexBuffersBinding[j] = new VertexBufferBinding(vertexBuffers[j], VertexPositionNormalTexture.Layout, 0);
            }

            inputElementDescriptions = new InputElementDescription[VertexBufferCount][];
            for (int j = 0; j < VertexBufferCount; j++)
            {
                inputElementDescriptions[j] = vertexBuffersBinding[j].Declaration.CreateInputElements();
            }

            // Create the pipeline state object
            pipelineState = new MutablePipelineState(graphicsContext.CommandList.GraphicsDevice);
            pipelineState.State.SetDefaults();
            pipelineState.State.InputElements = inputElementDescriptions[0];
            pipelineState.State.PrimitiveType = PrimitiveType.TriangleList;

            // Create the effect
            simpleEffect = new EffectInstance(new Effect(graphicsContext.CommandList.GraphicsDevice, SpriteEffect.Bytecode));
            simpleEffect.Parameters.Set(TexturingKeys.Sampler, graphicsContext.CommandList.GraphicsDevice.SamplerStates.LinearClamp);

            simpleEffect.UpdateEffect(graphicsContext.CommandList.GraphicsDevice);
        }
Пример #8
0
        protected override void DrawCore(RenderDrawContext context)
        {
            if (EffectInstance.UpdateEffect(GraphicsDevice) || pipelineStateDirty || previousBytecode != EffectInstance.Effect.Bytecode)
            {
                // The EffectInstance might have been updated from outside
                previousBytecode = EffectInstance.Effect.Bytecode;

                pipelineState.State.SetDefaults();
                pipelineState.State.RootSignature  = EffectInstance.RootSignature;
                pipelineState.State.EffectBytecode = EffectInstance.Effect.Bytecode;
                pipelineState.State.InputElements  = PrimitiveQuad.VertexDeclaration.CreateInputElements();
                pipelineState.State.PrimitiveType  = PrimitiveQuad.PrimitiveType;
                pipelineState.State.BlendState     = blendState;
                pipelineState.State.Output.CaptureState(context.CommandList);
                pipelineState.Update();
                pipelineStateDirty = false;
            }

            context.CommandList.SetPipelineState(pipelineState.CurrentState);

            EffectInstance.Apply(context.GraphicsContext);

            // Draw a full screen quad
            context.GraphicsDevice.PrimitiveQuad.Draw(context.CommandList);
        }
Пример #9
0
        protected override unsafe void DrawCore(RenderDrawContext context)
        {
            // Clear render targets if there is a dependency conflict (D3D11 warning)
            if (delaySetRenderTargets)
            {
                context.CommandList.ResetTargets();
            }

            if (EffectInstance.UpdateEffect(GraphicsDevice) || pipelineStateDirty || previousBytecode != EffectInstance.Effect.Bytecode)
            {
                // The EffectInstance might have been updated from outside
                previousBytecode = EffectInstance.Effect.Bytecode;

                pipelineState.State.RootSignature     = EffectInstance.RootSignature;
                pipelineState.State.EffectBytecode    = EffectInstance.Effect.Bytecode;
                pipelineState.State.BlendState        = blendState;
                pipelineState.State.DepthStencilState = depthStencilState;

                var renderTargetCount = OutputCount;
                if (renderTargetCount > 0)
                {
                    // Special case: texture cube
                    var isTextureCube = GetOutput(0).ViewDimension == TextureDimension.TextureCube;
                    if (isTextureCube)
                    {
                        renderTargetCount = 6;
                    }

                    // Capture output state manually (since render targets might not be bound if delaySetRenderTargets is set to true)
                    pipelineState.State.Output.RenderTargetCount = renderTargetCount;
                    fixed(PixelFormat *pixelFormatStart = &pipelineState.State.Output.RenderTargetFormat0)
                    for (int i = 0; i < renderTargetCount; ++i)
                    {
                        pixelFormatStart[i] = GetOutput(isTextureCube ? 0 : i).ViewFormat;
                    }
                }

                if (HasDepthStencilOutput)
                {
                    pipelineState.State.Output.DepthStencilFormat = DepthStencil.Format;
                }

                pipelineState.Update();
                pipelineStateDirty = false;
            }

            context.CommandList.SetPipelineState(pipelineState.CurrentState);

            EffectInstance.Apply(context.GraphicsContext);

            // Now that resources are bound, set render targets
            if (delaySetRenderTargets)
            {
                SetRenderTargets(context);
            }

            // Draw a full screen quad
            context.GraphicsDevice.PrimitiveQuad.Draw(context.CommandList);
        }
Пример #10
0
        void CreateDeviceObjects()
        {
            // set up a commandlist
            commandList = context.CommandList;

            // compile de shader
            imShader = new EffectInstance(effectSystem.LoadEffect("ImGuiShader").WaitForResult());
            imShader.UpdateEffect(device);

            var layout = new VertexDeclaration(
                VertexElement.Position <Vector2>(),
                VertexElement.TextureCoordinate <Vector2>(),
                VertexElement.Color(PixelFormat.R8G8B8A8_UNorm)
                );

            imVertLayout = layout;

            // de pipeline desc
            var pipeline = new PipelineStateDescription()
            {
                BlendState = BlendStates.NonPremultiplied,

                RasterizerState = new RasterizerStateDescription()
                {
                    CullMode  = CullMode.None,
                    DepthBias = 0,
                    FillMode  = FillMode.Solid,
                    MultisampleAntiAliasLine = false,
                    ScissorTestEnable        = true,
                    SlopeScaleDepthBias      = 0,
                },

                PrimitiveType     = PrimitiveType.TriangleList,
                InputElements     = imVertLayout.CreateInputElements(),
                DepthStencilState = DepthStencilStates.Default,

                EffectBytecode = imShader.Effect.Bytecode,
                RootSignature  = imShader.RootSignature,

                Output = new RenderOutputDescription(PixelFormat.R8G8B8A8_UNorm)
            };

            // finally set up the pipeline
            var pipelineState = PipelineState.New(device, ref pipeline);

            imPipeline = pipelineState;

            var is32Bits           = false;
            var indexBuffer        = Xenko.Graphics.Buffer.Index.New(device, INITIAL_INDEX_BUFFER_SIZE * sizeof(ushort), GraphicsResourceUsage.Dynamic);
            var indexBufferBinding = new IndexBufferBinding(indexBuffer, is32Bits, 0);

            indexBinding = indexBufferBinding;

            var vertexBuffer        = Xenko.Graphics.Buffer.Vertex.New(device, INITIAL_VERTEX_BUFFER_SIZE * imVertLayout.CalculateSize(), GraphicsResourceUsage.Dynamic);
            var vertexBufferBinding = new VertexBufferBinding(vertexBuffer, layout, 0);

            vertexBinding = vertexBufferBinding;
        }
        protected override Task <bool> Initialize(EditorServiceGame editorGame)
        {
            game = (EntityHierarchyEditorGame)editorGame;

            // create the default font
            var fontItem = OfflineRasterizedSpriteFontFactory.Create();

            fontItem.FontType.Size = 8;
            defaultFont            = OfflineRasterizedFontCompiler.Compile(game.Services.GetService <IFontFactory>(), fontItem, game.GraphicsDevice.ColorSpace == ColorSpace.Linear);

            incrustBatch = new SpriteBatch(game.GraphicsDevice);

            // SpriteEffect will be used to draw camera incrust border
            spriteEffect = new EffectInstance(new Graphics.Effect(game.GraphicsDevice, SpriteEffect.Bytecode));
            spriteEffect.Parameters.Set(TexturingKeys.Texture0, game.GraphicsDevice.GetSharedWhiteTexture());
            spriteEffect.UpdateEffect(game.GraphicsDevice);

            borderPipelineState = new MutablePipelineState(game.GraphicsDevice);
            borderPipelineState.State.RootSignature   = spriteEffect.RootSignature;
            borderPipelineState.State.EffectBytecode  = spriteEffect.Effect.Bytecode;
            borderPipelineState.State.InputElements   = VertexPositionTexture.Layout.CreateInputElements();
            borderPipelineState.State.PrimitiveType   = PrimitiveType.LineStrip;
            borderPipelineState.State.RasterizerState = RasterizerStates.CullNone;

            unsafe
            {
                var borderVertices = new[]
                {
                    new VertexPositionTexture(new Vector3(0.0f, 0.0f, 0.0f), Vector2.Zero),
                    new VertexPositionTexture(new Vector3(0.0f, 1.0f, 0.0f), Vector2.Zero),
                    new VertexPositionTexture(new Vector3(1.0f, 1.0f, 0.0f), Vector2.Zero),
                    new VertexPositionTexture(new Vector3(1.0f, 0.0f, 0.0f), Vector2.Zero),
                    new VertexPositionTexture(new Vector3(0.0f, 0.0f, 0.0f), Vector2.Zero),
                    new VertexPositionTexture(new Vector3(0.0f, 1.0f, 0.0f), Vector2.Zero), // extra vertex so that left-top corner is not missing (likely due to rasterization rule)
                };

                fixed(VertexPositionTexture *borderVerticesPtr = borderVertices)
                borderVertexBuffer = Graphics.Buffer.Vertex.New(game.GraphicsDevice, new DataPointer(borderVerticesPtr, VertexPositionTexture.Size * borderVertices.Length));
            }

            var editorTopLevel = game.EditorSceneSystem.GraphicsCompositor.Game as EditorTopLevelCompositor;

            if (editorTopLevel != null)
            {
                // Display it as incrust
                editorTopLevel.PostGizmoCompositors.Add(renderIncrustRenderer = new RenderIncrustRenderer(this));
            }

            Services.Get <IEditorGameEntitySelectionService>().SelectionUpdated += UpdateModifiedEntitiesList;

            return(Task.FromResult(true));
        }
Пример #12
0
        private void CreateDeviceObjects()
        {
            var commandList = Game.GraphicsContext.CommandList;

            var shader = new EffectInstance(EffectSystem.LoadEffect("MultiMeshShader").WaitForResult());

            shader.UpdateEffect(GraphicsDevice);
            streamShader = shader;

            var outputDesc = new RenderOutputDescription(GraphicsDevice.Presenter.BackBuffer.Format);

            outputDesc.CaptureState(commandList);

            var pipeline = new PipelineStateDescription()
            {
                /* TODO: do we need all these? */
                BlendState        = BlendStates.Default,
                RasterizerState   = RasterizerStateDescription.Default,
                DepthStencilState = DepthStencilStates.None,
                Output            = outputDesc,

                PrimitiveType  = PrimitiveType.TriangleList,
                InputElements  = VertexType.Layout.CreateInputElements(),
                EffectBytecode = shader.Effect.Bytecode,
                RootSignature  = shader.RootSignature,
            };

            var newPipelineState = PipelineState.New(GraphicsDevice, ref pipeline);

            pipelineState = newPipelineState;

            var streamBuffer = Xenko.Graphics.Buffer.New <VertexType>(
                GraphicsDevice,
                INITIAL_INSTANCE_COUNT,
                BufferFlags.VertexBuffer | BufferFlags.StreamOutput
                );

            streamOutBufferBinding = new VertexBufferBinding(streamBuffer, VertexType.Layout, streamBuffer.ElementCount);

            transformBuffer = Xenko.Graphics.Buffer.Structured.New <Matrix>(
                GraphicsDevice,
                INITIAL_INSTANCE_COUNT,
                isUnorderedAccess: true
                );

            colorBuffer = Xenko.Graphics.Buffer.Structured.New <Color4>(
                GraphicsDevice,
                INITIAL_INSTANCE_COUNT,
                isUnorderedAccess: true
                );
        }
Пример #13
0
        /// <summary>
        /// Initializes a new instance of the <see cref="PrimitiveQuad" /> class.
        /// </summary>
        /// <param name="graphicsDevice">The graphics device.</param>
        /// <param name="effect">The effect.</param>
        public PrimitiveQuad(GraphicsDevice graphicsDevice)
        {
            GraphicsDevice = graphicsDevice;
            sharedData     = GraphicsDevice.GetOrCreateSharedData(GraphicsDeviceSharedDataType.PerDevice, "PrimitiveQuad::VertexBuffer", d => new SharedData(GraphicsDevice));

            simpleEffect = new EffectInstance(new Effect(GraphicsDevice, SpriteEffect.Bytecode));
            simpleEffect.Parameters.Set(SpriteBaseKeys.MatrixTransform, Matrix.Identity);
            simpleEffect.UpdateEffect(graphicsDevice);

            pipelineState = new MutablePipelineState(GraphicsDevice);
            pipelineState.State.SetDefaults();
            pipelineState.State.InputElements = VertexDeclaration.CreateInputElements();
            pipelineState.State.PrimitiveType = PrimitiveType;
        }
Пример #14
0
        /// <summary>
        /// Draws a quad. The effect must have been applied before calling this method with pixel shader having the signature float2:TEXCOORD.
        /// </summary>
        /// <param name="texture"></param>
        public void Draw(GraphicsContext graphicsContext, EffectInstance effectInstance)
        {
            effectInstance.UpdateEffect(GraphicsDevice);

            pipelineState.State.RootSignature  = effectInstance.RootSignature;
            pipelineState.State.EffectBytecode = effectInstance.Effect.Bytecode;
            pipelineState.State.BlendState     = BlendStates.Default;
            pipelineState.State.Output.CaptureState(graphicsContext.CommandList);
            pipelineState.Update();

            graphicsContext.CommandList.SetPipelineState(pipelineState.CurrentState);

            // Apply the effect
            effectInstance.Apply(graphicsContext);

            Draw(graphicsContext.CommandList);
        }
Пример #15
0
        private void Init()
        {
            _tribuf = Buffer.New(GraphicsDevice, new[]
            {
                new Vector4(-0.5f, 0.5f, 0, 1),
                new Vector4(0.5f, 0.5f, 0, 1),
                new Vector4(0, -0.5f, 0, 1)
            }, BufferFlags.VertexBuffer, GraphicsResourceUsage.Immutable);

            simpleEffect = new EffectInstance(new Effect(GraphicsDevice, SpriteEffect.Bytecode));
            simpleEffect.Parameters.Set(SpriteBaseKeys.MatrixTransform, Matrix.Identity);
            simpleEffect.UpdateEffect(GraphicsDevice);

            pipelineState = new MutablePipelineState(GraphicsDevice);
            pipelineState.State.SetDefaults();
            pipelineState.State.InputElements = VertexDeclaration.CreateInputElements();
            pipelineState.State.PrimitiveType = PrimitiveType;
        }
Пример #16
0
        public override void Draw(RenderDrawContext context, RenderView renderView, RenderViewStage renderViewStage)
        {
            float blendValue = (selectionService?.DisplaySelectionMask ?? false)
                ? 1.0f
                : MathUtil.Clamp((1.0f - (float)clockSelection.Elapsed.TotalSeconds), 0.0f, 1.0f);

            shader.UpdateEffect(context.GraphicsDevice);

            foreach (var renderNode in renderViewStage.SortedRenderNodes)
            {
                var renderMesh = renderNode.RenderObject as RenderMesh;
                if (renderMesh == null)
                {
                    continue;
                }

                MeshDraw drawData = renderMesh.ActiveMeshDraw;

                // bind VB
                for (int slot = 0; slot < drawData.VertexBuffers.Length; slot++)
                {
                    var vertexBuffer = drawData.VertexBuffers[slot];
                    context.CommandList.SetVertexBuffer(slot, vertexBuffer.Buffer, vertexBuffer.Offset, vertexBuffer.Stride);
                }

                // set shader parameters
                shader.Parameters.Set(SelectionWireframeShaderKeys.WorldViewProjection, renderMesh.World * renderView.ViewProjection); // matrix
                shader.Parameters.Set(SelectionWireframeShaderKeys.WorldScale, new Vector3(1.0001f));                                  // increase scale to avoid z-fight
                shader.Parameters.Set(SelectionWireframeShaderKeys.Viewport, new Vector4(context.RenderContext.RenderView.ViewSize, 0, 0));
                shader.Parameters.Set(SelectionWireframeShaderKeys.LineWidth, LineWidth);

                // prepare pipeline state
                pipelineState.State.RootSignature  = shader.RootSignature;
                pipelineState.State.EffectBytecode = shader.Effect.Bytecode;
                pipelineState.State.PrimitiveType  = drawData.PrimitiveType;

                Draw(context, drawData, GetColor(ColorOccludedLines, blendValue), DepthStencilStates.None);           // occluded
                Draw(context, drawData, GetColor(ColorNonOccludedLines, blendValue), DepthStencilStates.DepthRead);   // non-occluded
            }
        }
Пример #17
0
        public VideoTexture(GraphicsDevice graphicsDevice, IServiceRegistry serviceRegistry, int width, int height, int maxMipMapCount)
        {
            if (width <= 0 || height <= 0)
            {
                throw new InvalidOperationException("Invalid video resolution.");
            }

            if (maxMipMapCount < 0)
            {
                throw new InvalidOperationException("A negative number of mip maps is not allowed.");
            }

            var effectSystem = serviceRegistry.GetSafeServiceAs <EffectSystem>();

            // We want to sample mip maps using point filtering (to make sure nothing bleeds between mip maps).
            minMagLinearMipPointSampler = SamplerState.New(graphicsDevice, new SamplerStateDescription(TextureFilter.MinMagLinearMipPoint, TextureAddressMode.Clamp));

            // Allocate the effect for copying decoder output texture to our normal render texture
            effectDecoderTextureCopy = new EffectInstance(effectSystem.LoadEffect("SpriteEffectExtTexture").WaitForResult());
            effectDecoderTextureCopy.Parameters.Set(SpriteEffectExtTextureKeys.Gamma, 2.2f);
            effectDecoderTextureCopy.Parameters.Set(SpriteEffectExtTextureKeys.MipLevel, 0.0f);
            effectDecoderTextureCopy.Parameters.Set(SpriteEffectExtTextureKeys.Sampler, minMagLinearMipPointSampler);
            effectDecoderTextureCopy.UpdateEffect(graphicsDevice);

            // Allocate the effect for copying regular 2d textures:
            effectTexture2DCopy = new EffectInstance(effectSystem.LoadEffect("SpriteEffectExtTextureRegular").WaitForResult());
            effectTexture2DCopy.Parameters.Set(SpriteEffectExtTextureKeys.MipLevel, 0.0f);
            effectTexture2DCopy.Parameters.Set(SpriteEffectExtTextureRegularKeys.Sampler, minMagLinearMipPointSampler);
            effectTexture2DCopy.UpdateEffect(graphicsDevice);

            // Create a mip mapped texture with the same size as our video
            // Only generate up to "MaxMipMapCount" number of mip maps
            var mipMapCount        = Math.Min(Texture.CountMips(Math.Max(width, height)), maxMipMapCount + 1);
            var textureDescription = TextureDescription.New2D(width, height, mipMapCount, PixelFormat.R8G8B8A8_UNorm_SRgb, TextureFlags.ShaderResource | TextureFlags.RenderTarget, 1, GraphicsResourceUsage.Dynamic);

            renderTargetTexture = Texture.New(graphicsDevice, textureDescription, null); // Supply no data. Create an empty texture.
        }
        protected override async Task LoadContent()
        {
            await base.LoadContent();

            wireframeState = new RasterizerStateDescription(CullMode.Back)
            {
                FillMode = FillMode.Wireframe
            };

            simpleEffect = new EffectInstance(new Effect(GraphicsDevice, SpriteEffect.Bytecode));

            // TODO GRAPHICS REFACTOR
            simpleEffect.Parameters.Set(TexturingKeys.Texture0, UVTexture);
            simpleEffect.UpdateEffect(GraphicsDevice);

            primitives = new List <GeometricPrimitive>();

            // Creates all primitives
            primitives = new List <GeometricPrimitive>
            {
                GeometricPrimitive.Plane.New(GraphicsDevice),
                GeometricPrimitive.Cube.New(GraphicsDevice),
                GeometricPrimitive.Sphere.New(GraphicsDevice),
                GeometricPrimitive.GeoSphere.New(GraphicsDevice),
                GeometricPrimitive.Cylinder.New(GraphicsDevice),
                GeometricPrimitive.Torus.New(GraphicsDevice),
                GeometricPrimitive.Teapot.New(GraphicsDevice),
                GeometricPrimitive.Capsule.New(GraphicsDevice, 0.5f, 0.3f),
                GeometricPrimitive.Cone.New(GraphicsDevice)
            };


            view = Matrix.LookAtRH(new Vector3(0, 0, 5), new Vector3(0, 0, 0), Vector3.UnitY);

            Window.AllowUserResizing = true;
        }
Пример #19
0
 /// <summary>
 /// Initializes a new instance of the <see cref="XenkoGeometryBuffer"/> class.
 /// </summary>
 public XenkoGeometryBuffer()
     : base()
 {
     effect = new EffectInstance(new Effect(XenkoRenderer.GraphicsDevice, SpriteEffect.Bytecode));
     effect.UpdateEffect(XenkoRenderer.GraphicsDevice);
 }
Пример #20
0
        /// <summary>
        /// Begins text rendering (swaps and maps the vertex buffer to write to).
        /// </summary>
        /// <param name="graphicsContext">The current GraphicsContext.</param>
        public void End([NotNull] GraphicsContext graphicsContext)
        {
            if (graphicsContext == null)
            {
                throw new ArgumentNullException(nameof(graphicsContext));
            }

            // Reallocate buffers if max number of characters is exceeded
            if (charsToRenderCount > maxCharacterCount)
            {
                maxCharacterCount = (int)(1.5f * charsToRenderCount);
                Initialize(graphicsContext, maxCharacterCount);
            }

            // Set the rendering parameters
            simpleEffect.Parameters.Set(TexturingKeys.Texture0, DebugSpriteFont);
            simpleEffect.Parameters.Set(SpriteEffectKeys.Color, TextColor);

            // Swap vertex buffer
            activeVertexBufferIndex = ++activeVertexBufferIndex >= VertexBufferCount ? 0 : activeVertexBufferIndex;

            // Map the vertex buffer to write to
            mappedVertexBuffer        = graphicsContext.CommandList.MapSubresource(vertexBuffers[activeVertexBufferIndex], 0, MapMode.WriteDiscard);
            mappedVertexBufferPointer = mappedVertexBuffer.DataBox.DataPointer;

            unsafe
            {
                // Clear buffer first (because of the buffer mapping mode used)
                Utilities.ClearMemory(mappedVertexBufferPointer, 0x0, VertexBufferLength * sizeof(VertexPositionNormalTexture));

                charsToRenderCount = 0;

                //Draw the strings
                var constantInfos = new RectangleF(GlyphWidth, GlyphHeight, DebugSpriteWidth, DebugSpriteHeight);
                foreach (var textInfo in stringsToDraw)
                {
                    var textLength        = textInfo.Text.Length;
                    var textLengthPointer = new IntPtr(&textLength);

                    Native.NativeInvoke.xnGraphicsFastTextRendererGenerateVertices(constantInfos, textInfo.RenderingInfo, textInfo.Text, out textLengthPointer, out mappedVertexBufferPointer);

                    charsToRenderCount += *(int *)textLengthPointer.ToPointer();
                }
            }

            // Unmap the vertex buffer
            graphicsContext.CommandList.UnmapSubresource(mappedVertexBuffer);
            mappedVertexBufferPointer = IntPtr.Zero;

            // Update pipeline state
            pipelineState.State.SetDefaults();
            pipelineState.State.RootSignature     = simpleEffect.RootSignature;
            pipelineState.State.EffectBytecode    = simpleEffect.Effect.Bytecode;
            pipelineState.State.DepthStencilState = DepthStencilStates.None;
            pipelineState.State.BlendState        = BlendStates.AlphaBlend;
            pipelineState.State.Output.CaptureState(graphicsContext.CommandList);
            pipelineState.State.InputElements = inputElementDescriptions[activeVertexBufferIndex];
            pipelineState.Update();

            graphicsContext.CommandList.SetPipelineState(pipelineState.CurrentState);

            // Update effect
            simpleEffect.UpdateEffect(graphicsContext.CommandList.GraphicsDevice);
            simpleEffect.Apply(graphicsContext);

            // Bind and draw
            graphicsContext.CommandList.SetVertexBuffer(0, vertexBuffersBinding[activeVertexBufferIndex].Buffer, vertexBuffersBinding[activeVertexBufferIndex].Offset, vertexBuffersBinding[activeVertexBufferIndex].Stride);
            graphicsContext.CommandList.SetIndexBuffer(indexBufferBinding.Buffer, 0, indexBufferBinding.Is32Bit);

            graphicsContext.CommandList.DrawIndexed(charsToRenderCount * 6);
        }
Пример #21
0
        protected override void DrawCore(RenderDrawContext context)
        {
            if (string.IsNullOrEmpty(ShaderSourceName) || FRefreshTime > context.RenderContext.Time.Total)
            {
                return;
            }

            Parameters.Set(ComputeEffectShaderKeys.ThreadNumbers, ThreadNumbers);
            Parameters.Set(ComputeEffectShaderKeys.ComputeShaderName, ShaderSourceName);
            Parameters.Set(ComputeShaderBaseKeys.ThreadGroupCountGlobal, ThreadGroupCounts);

            var effectUpdated = false;

            try
            {
                effectUpdated = EffectInstance.UpdateEffect(GraphicsDevice);
                FCompiled     = true;
                LastError     = string.Empty;
            }
            catch (Exception e)
            {
                LastError    = e.InnermostException().Message;
                FCompiled    = false;
                FRefreshTime = context.RenderContext.Time.Total + TimeSpan.FromSeconds(3);
            }

            if (!FCompiled)
            {
                return;
            }

            try
            {
                if (effectUpdated || pipelineStateDirty || previousBytecode != EffectInstance.Effect.Bytecode)
                {
                    // The EffectInstance might have been updated from outside
                    previousBytecode = EffectInstance.Effect.Bytecode;

                    pipelineState.State.SetDefaults();
                    pipelineState.State.RootSignature  = EffectInstance.RootSignature;
                    pipelineState.State.EffectBytecode = EffectInstance.Effect.Bytecode;
                    pipelineState.Update();
                    pipelineStateDirty = false;
                }
            }
            catch (Exception e)
            {
                LastError    = e.InnermostException().Message;
                FCompiled    = false;
                FRefreshTime = context.RenderContext.Time.Total + TimeSpan.FromSeconds(3);
                return;
            }

            // Apply pipeline state
            var commandList = context.CommandList;

            commandList.SetPipelineState(pipelineState.CurrentState);

            drawRenderDrawContext = context;
            drawCommandList       = commandList;

            // Un-apply
            //throw new InvalidOperationException();
            //EffectInstance.Effect.UnbindResources(GraphicsDevice);
        }
Пример #22
0
        protected override async Task LoadContent()
        {
            await base.LoadContent();

            pipelineState = new MutablePipelineState(GraphicsDevice);

            var vertices = new Vertex[4];

            vertices[0] = new Vertex {
                Position = new Vector3(-1, -1, 0.5f), TexCoords = new Vector2(0, 0)
            };
            vertices[1] = new Vertex {
                Position = new Vector3(-1, 1, 0.5f), TexCoords = new Vector2(3, 0)
            };
            vertices[2] = new Vertex {
                Position = new Vector3(1, 1, 0.5f), TexCoords = new Vector2(3, 3)
            };
            vertices[3] = new Vertex {
                Position = new Vector3(1, -1, 0.5f), TexCoords = new Vector2(0, 3)
            };

            var indices = new short[] { 0, 1, 2, 0, 2, 3 };

            var vertexBuffer = Buffer.Vertex.New(GraphicsDevice, vertices, GraphicsResourceUsage.Default);
            var indexBuffer  = Buffer.Index.New(GraphicsDevice, indices, GraphicsResourceUsage.Default);
            var meshDraw     = new MeshDraw
            {
                DrawCount     = 4,
                PrimitiveType = PrimitiveType.TriangleList,
                VertexBuffers = new[]
                {
                    new VertexBufferBinding(vertexBuffer,
                                            new VertexDeclaration(VertexElement.Position <Vector3>(),
                                                                  VertexElement.TextureCoordinate <Vector2>()),
                                            4)
                },
                IndexBuffer = new IndexBufferBinding(indexBuffer, false, indices.Length),
            };

            mesh = new Mesh
            {
                Draw = meshDraw,
            };

            simpleEffect = new EffectInstance(new Effect(GraphicsDevice, SpriteEffect.Bytecode));
            simpleEffect.Parameters.Set(TexturingKeys.Texture0, UVTexture);
            simpleEffect.UpdateEffect(GraphicsDevice);

            // TODO GRAPHICS REFACTOR
            //vao = VertexArrayObject.New(GraphicsDevice, mesh.Draw.IndexBuffer, mesh.Draw.VertexBuffers);

            myDraws    = new DrawOptions[3];
            myDraws[0] = new DrawOptions {
                Sampler = GraphicsDevice.SamplerStates.LinearClamp, Transform = Matrix.Multiply(Matrix.Scaling(0.4f), Matrix.Translation(-0.5f, 0.5f, 0f))
            };
            myDraws[1] = new DrawOptions {
                Sampler = GraphicsDevice.SamplerStates.LinearWrap, Transform = Matrix.Multiply(Matrix.Scaling(0.4f), Matrix.Translation(0.5f, 0.5f, 0f))
            };
            myDraws[2] = new DrawOptions {
                Sampler = SamplerState.New(GraphicsDevice, new SamplerStateDescription(TextureFilter.Linear, TextureAddressMode.Mirror)), Transform = Matrix.Multiply(Matrix.Scaling(0.4f), Matrix.Translation(0.5f, -0.5f, 0f))
            };
            //var borderDescription = new SamplerStateDescription(TextureFilter.Linear, TextureAddressMode.Border) { BorderColor = Color.Purple };
            //var border = SamplerState.New(GraphicsDevice, borderDescription);
            //myDraws[3] = new DrawOptions { Sampler = border, Transform = Matrix.Multiply(Matrix.Scale(0.3f), Matrix.Translation(-0.5f, -0.5f, 0f)) };
        }
Пример #23
0
        /// <summary>
        /// Initializes a FastTextRendering instance (create and build required ressources, ...).
        /// </summary>
        /// <param name="graphicsContext">The current GraphicsContext.</param>
        public unsafe FastTextRenderer Initialize([NotNull] GraphicsContext graphicsContext)
        {
            var indexBufferSize   = MaxCharactersPerLine * MaxCharactersLines * 6 * sizeof(int);
            var indexBufferLength = indexBufferSize / IndexStride;

            // Map and build the indice buffer
            indexBuffer = graphicsContext.Allocator.GetTemporaryBuffer(new BufferDescription(indexBufferSize, BufferFlags.IndexBuffer, GraphicsResourceUsage.Dynamic));

            var mappedIndices = graphicsContext.CommandList.MapSubresource(indexBuffer, 0, MapMode.WriteNoOverwrite, false, 0, indexBufferSize);
            var indexPointer  = mappedIndices.DataBox.DataPointer;

            var i = 0;

            for (var c = 0; c < MaxCharactersPerLine * MaxCharactersLines; c++)
            {
                *(int *)(indexPointer + IndexStride * i++) = c * 4 + 0;
                *(int *)(indexPointer + IndexStride * i++) = c * 4 + 1;
                *(int *)(indexPointer + IndexStride * i++) = c * 4 + 2;

                *(int *)(indexPointer + IndexStride * i++) = c * 4 + 1;
                *(int *)(indexPointer + IndexStride * i++) = c * 4 + 3;
                *(int *)(indexPointer + IndexStride * i++) = c * 4 + 2;
            }

            graphicsContext.CommandList.UnmapSubresource(mappedIndices);

            indexBufferBinding = new IndexBufferBinding(Buffer.Index.New(graphicsContext.CommandList.GraphicsDevice, new DataPointer(indexPointer, indexBufferSize)), true, indexBufferLength);

            // Create vertex buffers
            var vertexBufferLength = MaxCharactersPerLine * MaxCharactersLines * 4;

            vertexBuffers = new Buffer[]
            {
                Buffer.Vertex.New(graphicsContext.CommandList.GraphicsDevice, new VertexPositionNormalTexture[vertexBufferLength], GraphicsResourceUsage.Dynamic),
                Buffer.Vertex.New(graphicsContext.CommandList.GraphicsDevice, new VertexPositionNormalTexture[vertexBufferLength], GraphicsResourceUsage.Dynamic)
            };

            vertexBuffersBinding = new[]
            {
                new VertexBufferBinding(vertexBuffers[0], VertexPositionNormalTexture.Layout, 0),
                new VertexBufferBinding(vertexBuffers[1], VertexPositionNormalTexture.Layout, 0)
            };

            inputElementDescriptions = new[]
            {
                vertexBuffersBinding[0].Declaration.CreateInputElements(),
                vertexBuffersBinding[1].Declaration.CreateInputElements()
            };

            // Create the pipeline state object
            pipelineState = new MutablePipelineState(graphicsContext.CommandList.GraphicsDevice);
            pipelineState.State.SetDefaults();
            pipelineState.State.InputElements = inputElementDescriptions[0];
            pipelineState.State.PrimitiveType = PrimitiveType.TriangleList;

            // Create the effect
            simpleEffect = new EffectInstance(new Effect(graphicsContext.CommandList.GraphicsDevice, SpriteEffect.Bytecode));
            simpleEffect.Parameters.Set(SpriteBaseKeys.MatrixTransform, Matrix.Identity);
            simpleEffect.Parameters.Set(TexturingKeys.Texture0, DebugSpriteFont);
            simpleEffect.Parameters.Set(TexturingKeys.Sampler, graphicsContext.CommandList.GraphicsDevice.SamplerStates.LinearClamp);
            simpleEffect.Parameters.Set(SpriteEffectKeys.Color, TextColor);

            simpleEffect.UpdateEffect(graphicsContext.CommandList.GraphicsDevice);

            return(this);
        }