void Initialize() { // Initialize shader code. vertexShaderCode = new ShaderCode(BindingStage.VertexShader); { // We register inputs. vertexShaderCode.InputOperation.AddInput(PinComponent.Position, PinFormat.Floatx2); //< Position. vertexShaderCode.InputOperation.AddInput(PinComponent.TexCoord0, PinFormat.Floatx2); //< Texture coordinate. vertexShaderCode.InputOperation.AddInput(PinComponent.User0, PinFormat.Floatx4); //< Custom attribute 0. vertexShaderCode.InputOperation.AddInput(PinComponent.User1, PinFormat.UInteger); //< Fill ID. // Position transform array (dynamically sized). ConstantOperation positionTransformOp = vertexShaderCode.CreateConstant("PositionTransform", PinFormat.Float4x4, Pin.NotArray, null); // Texture transform array (dynamically sized). ConstantOperation textureTransformOp = vertexShaderCode.CreateConstant("TextureTransform", PinFormat.Float4x4, Pin.NotArray, null); // We expand the position. ExpandOperation expandPos = new ExpandOperation(PinFormat.Floatx4, ExpandType.AddOnesAtW); expandPos.BindInputs(vertexShaderCode.InputOperation.PinAsOutput(PinComponent.Position)); // We transform position by matrix. MultiplyOperation multiply = new MultiplyOperation(); multiply.BindInputs(positionTransformOp.Outputs[0], expandPos.Outputs[0]); Pin position = multiply.Outputs[0]; // We expand texture coordinate. ExpandOperation expandTex = new ExpandOperation(PinFormat.Floatx4, ExpandType.AddOnesAtW); expandTex.BindInputs(vertexShaderCode.InputOperation.PinAsOutput(PinComponent.TexCoord0)); // We transform by matrix. MultiplyOperation multiply2 = new MultiplyOperation(); multiply2.BindInputs(textureTransformOp.Outputs[0], expandTex.Outputs[0]); Pin texcoord = multiply2.Outputs[0]; // We register outputs. vertexShaderCode.OutputOperation.AddComponentAndLink(PinComponent.Position, position); vertexShaderCode.OutputOperation.AddComponentAndLink(PinComponent.TexCoord0, texcoord); vertexShaderCode.OutputOperation.AddComponentAndLink(PinComponent.User0, vertexShaderCode.InputOperation.PinAsOutput(PinComponent.User0)); vertexShaderCode.OutputOperation.AddComponentAndLink(PinComponent.User1, vertexShaderCode.InputOperation.PinAsOutput(PinComponent.User1)); } vertexShaderCode.Immutable = true; pixelShaderCode = new ShaderCode(BindingStage.PixelShader); { // We register inputs. pixelShaderCode.InputOperation.AddInput(PinComponent.Position, PinFormat.Floatx4); //< Position. pixelShaderCode.InputOperation.AddInput(PinComponent.TexCoord0, PinFormat.Floatx4); //< Texture coordinate. pixelShaderCode.InputOperation.AddInput(PinComponent.User0, PinFormat.Floatx4); //< Custom attribute 0. pixelShaderCode.InputOperation.AddInput(PinComponent.User1, PinFormat.UInteger); //< Fill ID. // We resgister interface constants. ConstantOperation interfaceConstant = pixelShaderCode.CreateConstant("Fills", PinFormat.Interface, Pin.DynamicArray, null); // TODO: distance from border must be "evaluated". // We convert position/tex coordinate. SwizzleOperation swizzlePos = new SwizzleOperation(SwizzleMask.XY); swizzlePos.BindInputs(pixelShaderCode.InputOperation.PinAsOutput(PinComponent.Position)); Pin position = swizzlePos.Outputs[0]; SwizzleOperation swizzleTex = new SwizzleOperation(SwizzleMask.XY); swizzleTex.BindInputs(pixelShaderCode.InputOperation.PinAsOutput(PinComponent.TexCoord0)); Pin texcoord = swizzleTex.Outputs[0]; // We now add the fill operation. FillElementOperation fillOperation = new FillElementOperation(); fillOperation.BindInputs(position, texcoord, pixelShaderCode.InputOperation.PinAsOutput(PinComponent.User0), pixelShaderCode.InputOperation.PinAsOutput(PinComponent.User1), interfaceConstant.Outputs[0]); // The output is colour. pixelShaderCode.OutputOperation.AddComponentAndLink(PinComponent.RenderTarget0, fillOperation.Outputs[0]); } pixelShaderCode.Immutable = true; // Depth-stencil state. depthStencilState = new DepthStencilState(); depthStencilState.DepthTestEnabled = false; depthStencilState.DepthWriteEnabled = false; // Blend state blendState = new BlendState(); blendState.AlphaBlendDestination = BlendOperand.One; blendState.AlphaBlendSource = BlendOperand.Zero; blendState.AlphaBlendOperation = BlendOperation.Add; blendState.BlendDestination = BlendOperand.SrcAlphaInverse; blendState.BlendSource = BlendOperand.SrcAlpha; blendState.BlendOperation = BlendOperation.Add; // We enable blending. blendState[0] = true; // Rasterization state. rasterizationState = new RasterizationState(); rasterizationState.FrontFacing = Facing.CCW; rasterizationState.CullMode = CullMode.None; rasterizationState.FillMode = FillMode.Solid; rasterizationState.MultiSamplingEnabled = true; //< May change that in future. // We intern all states. depthStencilState = StateManager.Intern(depthStencilState); blendState = StateManager.Intern(blendState); rasterizationState = StateManager.Intern(rasterizationState); }
void Initialize() { // 1) We create vertex shader first. { vertexShader = new ShaderCode(BindingStage.VertexShader); vertexShader.InputOperation.AddInput(PinComponent.Position, PinFormat.Floatx2); // We now extend position ExpandOperation expandPositionOp = new ExpandOperation(PinFormat.Floatx4, ExpandType.AddOnesAtW); expandPositionOp.BindInputs(vertexShader.InputOperation.PinAsOutput(PinComponent.Position)); Pin position = expandPositionOp.Outputs[0]; // We now output position. vertexShader.OutputOperation.AddComponentAndLink(PinComponent.Position, position); } vertexShader.Immutable = true; // 2) We create pixel shader. { pixelShader = new ShaderCode(BindingStage.PixelShader); pixelShader.InputOperation.AddInput(PinComponent.Position, PinFormat.Floatx4); // We first use only XY. SwizzleOperation swizzleOp = new SwizzleOperation(SwizzleMask.XY); swizzleOp.BindInputs(pixelShader.InputOperation.PinAsOutput(PinComponent.Position)); ConstantOperation constant = vertexShader.CreateConstant("Offset", PinFormat.Floatx2); // We first offset. SubstractOperation subOp = new SubstractOperation(); subOp.BindInputs(swizzleOp.Outputs[0], constant.Outputs[0]); ConstantOperation interfaceOp = pixelShader.CreateConstant("Composite", PinFormat.Interface, Pin.DynamicArray); // We use the compositing operation. CompositingOperation op = new CompositingOperation(); op.BindInputs(subOp.Outputs[0], interfaceOp.Outputs[0]); // Compositing is bound to output. pixelShader.OutputOperation.AddComponentAndLink(PinComponent.RenderTarget0, op.Outputs[0]); } pixelShader.Immutable = true; // 3) Initialize states. // Depth-stencil state. depthStencilState = new DepthStencilState(); depthStencilState.DepthTestEnabled = false; depthStencilState.DepthWriteEnabled = false; // Blend state (no blending default). blendState = new BlendState(); // Rasterization state. rasterizationState = new RasterizationState(); rasterizationState.FrontFacing = Facing.CCW; rasterizationState.CullMode = CullMode.None; rasterizationState.FillMode = FillMode.Solid; rasterizationState.MultiSamplingEnabled = true; // We intern all states. depthStencilState = StateManager.Intern(depthStencilState); blendState = StateManager.Intern(blendState); rasterizationState = StateManager.Intern(rasterizationState); // 4) We create geometry. alignedQuad = new Geometry(device); alignedQuad.AssociateBuffers = true; { // We create vertex buffer VertexBufferView vertexBuffer = VertexBufferView.Create(device, vertexFormat, Usage.Default, CPUAccess.None, GraphicsLocality.DeviceOrSystemMemory, new Vector2f(-1.0f, -1.0f), new Vector2f(1.0f, -1.0f), new Vector2f(1.0f, 1.0f), new Vector2f(-1.0f, -1.0f), new Vector2f(1.0f, 1.0f), new Vector2f(-1.0f, 1.0f)); alignedQuad[0] = vertexBuffer; } // 5) We create pixel typeless buffer for constant buffer. pixelTypelessConstantBuffer = new TypelessBuffer(Usage.Dynamic, BufferUsage.ConstantBuffer, CPUAccess.Write, GraphicsLocality.DeviceOrSystemMemory, ConstantBufferView.MaxSize); }