Пример #1
0
        public static Buffer <T> CreateStatic(
            GraphicsDevice graphicsDevice,
            T[] data,
            BufferBindFlags flags)
        {
            byte[] initialData = StructInteropUtility.ToBytes(data);

            return(new Buffer <T>(
                       graphicsDevice,
                       SizeOfT,
                       (uint)data.Length,
                       flags,
                       ResourceUsage.Static,
                       initialData)
            {
                DebugName = $"Static Array Buffer <{typeof(T).Name}, {flags}>"
            });
        }
Пример #2
0
        private ModelMeshMaterialPass CreateModelMeshMaterialPassShaderMaterial(
            ContentManager contentManager,
            W3dMesh w3dMesh,
            W3dMaterialPass w3dMaterialPass,
            W3dShaderMaterial w3dShaderMaterial,
            Effect effect)
        {
            var texCoords = new MeshVertex.TexCoords[w3dMesh.Header.NumVertices];

            if (w3dMaterialPass.TexCoords != null)
            {
                for (var i = 0; i < texCoords.Length; i++)
                {
                    texCoords[i].UV0 = w3dMaterialPass.TexCoords[i];
                }
            }

            var meshParts = new List <ModelMeshPart>();

            // TODO: Extract state properties from shader material.
            var rasterizerState = RasterizerStateDescriptionUtility.DefaultFrontIsCounterClockwise;
            var depthState      = DepthStencilStateDescription.DepthOnlyLessEqual;
            var blendState      = BlendStateDescription.SingleDisabled;

            var material = new ShaderMaterial(contentManager, effect)
            {
                PipelineState = new EffectPipelineState(
                    rasterizerState,
                    depthState,
                    blendState,
                    RenderPipeline.GameOutputDescription)
            };

            var materialConstantsResourceBinding = effect.GetParameter("MaterialConstants").ResourceBinding;
            var materialConstantsBuffer          = AddDisposable(contentManager.GraphicsDevice.ResourceFactory.CreateBuffer(
                                                                     new BufferDescription(
                                                                         materialConstantsResourceBinding.Size,
                                                                         BufferUsage.UniformBuffer | BufferUsage.Dynamic)));

            var materialConstantsBytes = new byte[materialConstantsResourceBinding.Size];

            void setMaterialConstant <T>(string name, T value)
                where T : struct
            {
                var constantBufferField = materialConstantsResourceBinding.GetField(name);

                var valueBytes = StructInteropUtility.ToBytes(ref value);

                if (valueBytes.Length != constantBufferField.Size)
                {
                    throw new InvalidOperationException();
                }

                Buffer.BlockCopy(
                    valueBytes,
                    0,
                    materialConstantsBytes,
                    constantBufferField.Offset,
                    constantBufferField.Size);
            }

            foreach (var w3dShaderProperty in w3dShaderMaterial.Properties)
            {
                switch (w3dShaderProperty.PropertyType)
                {
                case W3dShaderMaterialPropertyType.Texture:
                    var texture = CreateTexture(contentManager, w3dShaderProperty.StringValue);
                    material.SetProperty(w3dShaderProperty.PropertyName, texture);
                    break;

                case W3dShaderMaterialPropertyType.Bool:
                    setMaterialConstant(w3dShaderProperty.PropertyName, w3dShaderProperty.Value.Bool);
                    break;

                case W3dShaderMaterialPropertyType.Color:
                    setMaterialConstant(w3dShaderProperty.PropertyName, w3dShaderProperty.Value.Color);
                    break;

                case W3dShaderMaterialPropertyType.Float:
                    setMaterialConstant(w3dShaderProperty.PropertyName, w3dShaderProperty.Value.Float);
                    break;

                case W3dShaderMaterialPropertyType.Vector2:
                    setMaterialConstant(w3dShaderProperty.PropertyName, w3dShaderProperty.Value.Vector2);
                    break;

                case W3dShaderMaterialPropertyType.Vector3:
                    setMaterialConstant(w3dShaderProperty.PropertyName, w3dShaderProperty.Value.Vector3);
                    break;

                case W3dShaderMaterialPropertyType.Int:
                    setMaterialConstant(w3dShaderProperty.PropertyName, w3dShaderProperty.Value.Int);
                    break;

                default:
                    throw new NotSupportedException();
                }
            }

            contentManager.GraphicsDevice.UpdateBuffer(materialConstantsBuffer, 0, materialConstantsBytes);
            material.SetProperty("MaterialConstants", materialConstantsBuffer);

            meshParts.Add(new ModelMeshPart(
                              0,
                              w3dMesh.Header.NumTris * 3,
                              material));

            return(new ModelMeshMaterialPass(
                       contentManager.GraphicsDevice,
                       texCoords,
                       meshParts));
        }
Пример #3
0
        public void SetData(T data)
        {
            EnsureDynamic();

            PlatformSetData(StructInteropUtility.ToBytes(ref data), Marshal.SizeOf <T>());
        }
Пример #4
0
        public void SetData(T[] data)
        {
            EnsureDynamic();

            PlatformSetData(StructInteropUtility.ToBytes(data), data.Length * Marshal.SizeOf <T>());
        }
Пример #5
0
 public void SetConstant <T>(string name, T value)
     where T : struct
 {
     SetConstant(name, StructInteropUtility.ToBytes(ref value));
 }
Пример #6
0
        private ModelMeshMaterialPass CreateModelMeshMaterialPassShaderMaterial(
            ContentManager contentManager,
            W3dMesh w3dMesh,
            W3dMaterialPass w3dMaterialPass,
            W3dShaderMaterial w3dShaderMaterial,
            Effect effect)
        {
            var texCoords = new MeshVertex.TexCoords[w3dMesh.Header.NumVertices];

            if (w3dMaterialPass.TexCoords != null)
            {
                for (var i = 0; i < texCoords.Length; i++)
                {
                    texCoords[i].UV0 = w3dMaterialPass.TexCoords[i];
                }
            }

            var meshParts = new List <ModelMeshPart>();

            // TODO: Extract state properties from shader material.
            var rasterizerState = RasterizerStateDescription.CullBackSolid;
            var depthState      = DepthStencilStateDescription.Default;
            var blendState      = BlendStateDescription.Opaque;

            var material = new ShaderMaterial(effect);

            material.PipelineState = new EffectPipelineState(
                rasterizerState,
                depthState,
                blendState);

            var materialConstantsResourceBinding = effect.GetParameter("MaterialConstants").ResourceBinding;
            var materialConstantsBuffer          = AddDisposable(OpenSage.LowLevel.Graphics3D.Buffer.CreateDynamic(
                                                                     contentManager.GraphicsDevice,
                                                                     (uint)materialConstantsResourceBinding.ConstantBufferSizeInBytes,
                                                                     BufferBindFlags.ConstantBuffer));

            var materialConstantsBytes = new byte[materialConstantsResourceBinding.ConstantBufferSizeInBytes];

            void setMaterialConstant <T>(string name, T value)
                where T : struct
            {
                var constantBufferField = materialConstantsResourceBinding.GetConstantBufferField(name);

                var valueBytes = StructInteropUtility.ToBytes(ref value);

                if (valueBytes.Length != constantBufferField.Size)
                {
                    throw new InvalidOperationException();
                }

                System.Buffer.BlockCopy(
                    valueBytes,
                    0,
                    materialConstantsBytes,
                    constantBufferField.Offset,
                    constantBufferField.Size);
            }

            foreach (var w3dShaderProperty in w3dShaderMaterial.Properties)
            {
                switch (w3dShaderProperty.PropertyType)
                {
                case W3dShaderMaterialPropertyType.Texture:
                    var texture = CreateTexture(contentManager, w3dShaderProperty.StringValue);
                    material.SetProperty(w3dShaderProperty.PropertyName, texture);
                    break;

                case W3dShaderMaterialPropertyType.Bool:
                    setMaterialConstant(w3dShaderProperty.PropertyName, w3dShaderProperty.Value.Bool);
                    break;

                case W3dShaderMaterialPropertyType.Color:
                    setMaterialConstant(w3dShaderProperty.PropertyName, w3dShaderProperty.Value.Color);
                    break;

                case W3dShaderMaterialPropertyType.Float:
                    setMaterialConstant(w3dShaderProperty.PropertyName, w3dShaderProperty.Value.Float);
                    break;

                case W3dShaderMaterialPropertyType.Vector2:
                    setMaterialConstant(w3dShaderProperty.PropertyName, w3dShaderProperty.Value.Vector2);
                    break;

                case W3dShaderMaterialPropertyType.Vector3:
                    setMaterialConstant(w3dShaderProperty.PropertyName, w3dShaderProperty.Value.Vector3);
                    break;

                case W3dShaderMaterialPropertyType.Int:
                    setMaterialConstant(w3dShaderProperty.PropertyName, w3dShaderProperty.Value.Int);
                    break;

                default:
                    throw new NotSupportedException();
                }
            }

            materialConstantsBuffer.SetData(materialConstantsBytes);
            material.SetProperty("MaterialConstants", materialConstantsBuffer);

            meshParts.Add(new ModelMeshPart(
                              0,
                              w3dMesh.Header.NumTris * 3,
                              material));

            return(new ModelMeshMaterialPass(
                       contentManager.GraphicsDevice,
                       texCoords,
                       meshParts));
        }