Пример #1
0
        void CreateDeviceResources()
        {
            uint width = (uint) host.ActualWidth;
            uint height = (uint) host.ActualHeight;

            // If we don't have a device, need to create one now and all
            // accompanying D3D resources.
            CreateDevice();

            DXGIFactory dxgiFactory = DXGIFactory.CreateFactory();

            SwapChainDescription swapDesc = new SwapChainDescription();
            swapDesc.BufferDescription.Width = width;
            swapDesc.BufferDescription.Height = height;
            swapDesc.BufferDescription.Format = Format.R8G8B8A8_UNORM;
            swapDesc.BufferDescription.RefreshRate.Numerator = 60;
            swapDesc.BufferDescription.RefreshRate.Denominator = 1;
            swapDesc.SampleDescription.Count = 1;
            swapDesc.SampleDescription.Quality = 0;
            swapDesc.BufferUsage = UsageOption.RenderTargetOutput;
            swapDesc.BufferCount = 1;
            swapDesc.OutputWindowHandle = host.Handle;
            swapDesc.Windowed = true;

            swapChain = dxgiFactory.CreateSwapChain(
                device, swapDesc);

            // Create rasterizer state object
            RasterizerDescription rsDesc = new RasterizerDescription();
            rsDesc.AntialiasedLineEnable = false;
            rsDesc.CullMode = CullMode.None;
            rsDesc.DepthBias = 0;
            rsDesc.DepthBiasClamp = 0;
            rsDesc.DepthClipEnable = true;
            rsDesc.FillMode = D3D10.FillMode.Solid;
            rsDesc.FrontCounterClockwise = false; // Must be FALSE for 10on9
            rsDesc.MultisampleEnable = false;
            rsDesc.ScissorEnable = false;
            rsDesc.SlopeScaledDepthBias = 0;

            rasterizerState = device.CreateRasterizerState(
                rsDesc);

            device.RS.SetState(
                rasterizerState
                );

            // If we don't have a D2D render target, need to create all of the resources
            // required to render to one here.
            // Ensure that nobody is holding onto one of the old resources
            device.OM.SetRenderTargets(new RenderTargetView[] {null});

            InitializeDepthStencil(width, height);

            // Create views on the RT buffers and set them on the device
            RenderTargetViewDescription renderDesc = new RenderTargetViewDescription();
            renderDesc.Format = Format.R8G8B8A8_UNORM;
            renderDesc.ViewDimension = RenderTargetViewDimension.Texture2D;
            renderDesc.Texture2D.MipSlice = 0;

            using (D3DResource spBackBufferResource = swapChain.GetBuffer<D3DResource>(0))
            {
                renderTargetView = device.CreateRenderTargetView(
                    spBackBufferResource,
                    renderDesc);
            }

            device.OM.SetRenderTargets(new RenderTargetView[] {renderTargetView}, depthStencilView);

            SetViewport(width, height);


            // Create a D2D render target which can draw into the surface in the swap chain
            RenderTargetProperties props =
                new RenderTargetProperties(
                    RenderTargetType.Default, new PixelFormat(Format.Unknown, AlphaMode.Premultiplied),
                    96, 96, RenderTargetUsage.None, FeatureLevel.Default);

            // Allocate a offscreen D3D surface for D2D to render our 2D content into
            Texture2DDescription tex2DDescription;
            tex2DDescription.ArraySize = 1;
            tex2DDescription.BindFlags = BindFlag.RenderTarget | BindFlag.ShaderResource;
            tex2DDescription.CpuAccessFlags = CpuAccessFlag.Unspecified;
            tex2DDescription.Format = Format.R8G8B8A8_UNORM;
            tex2DDescription.Height = 4096;
            tex2DDescription.Width = 512;
            tex2DDescription.MipLevels = 1;
            tex2DDescription.MiscFlags = 0;
            tex2DDescription.SampleDescription.Count = 1;
            tex2DDescription.SampleDescription.Quality = 0;
            tex2DDescription.Usage = Usage.Default;

            offscreenTexture = device.CreateTexture2D(tex2DDescription);

            using (Surface dxgiSurface = offscreenTexture.GetDXGISurface())
            {
                // Create a D2D render target which can draw into our offscreen D3D surface
                renderTarget = d2DFactory.CreateDxgiSurfaceRenderTarget(
                    dxgiSurface,
                    props);
            }

            PixelFormat alphaOnlyFormat = new PixelFormat(Format.A8_UNORM, AlphaMode.Premultiplied);

            opacityRenderTarget = renderTarget.CreateCompatibleRenderTarget(CompatibleRenderTargetOptions.None,
                                                                            alphaOnlyFormat);

            // Load pixel shader
            // Open precompiled vertex shader
            // This file was compiled using DirectX's SDK Shader compilation tool: 
            // fxc.exe /T fx_4_0 /Fo SciFiText.fxo SciFiText.fx
            shader = LoadResourceShader(device, "SciFiTextDemo.SciFiText.fxo");

            // Obtain the technique
            technique = shader.GetTechniqueByName("Render");

            // Obtain the variables
            worldMatrixVariable = shader.GetVariableByName("World").AsMatrix();
            viewMatrixVariable = shader.GetVariableByName("View").AsMatrix();
            projectionMarixVariable = shader.GetVariableByName("Projection").AsMatrix();
            diffuseVariable = shader.GetVariableByName("txDiffuse").AsShaderResource();

            // Create the input layout
            PassDescription passDesc = new PassDescription();
            passDesc = technique.GetPassByIndex(0).Description;

            vertexLayout = device.CreateInputLayout(
                inputLayoutDescriptions,
                passDesc.InputAssemblerInputSignature,
                passDesc.InputAssemblerInputSignatureSize
                );

            // Set the input layout
            device.IA.SetInputLayout(
                vertexLayout
                );

            IntPtr verticesDataPtr = Marshal.AllocHGlobal(Marshal.SizeOf(VertexArray.VerticesInstance));
            Marshal.StructureToPtr(VertexArray.VerticesInstance, verticesDataPtr, true);

            BufferDescription bd = new BufferDescription();
            bd.Usage = Usage.Default;
            bd.ByteWidth = (uint) Marshal.SizeOf(VertexArray.VerticesInstance);
            bd.BindFlags = BindFlag.VertexBuffer;
            bd.CpuAccessFlags = CpuAccessFlag.Unspecified;
            bd.MiscFlags = ResourceMiscFlag.Undefined;

            SubresourceData InitData = new SubresourceData()
                                           {
                                               SysMem = verticesDataPtr
                                           };


            vertexBuffer = device.CreateBuffer(
                bd,
                InitData
                );

            Marshal.FreeHGlobal(verticesDataPtr);

            // Set vertex buffer
            uint stride = (uint) Marshal.SizeOf(typeof (SimpleVertex));
            uint offset = 0;

            device.IA.SetVertexBuffers(
                0,
                new D3DBuffer[] {vertexBuffer},
                new uint[] {stride},
                new uint[] {offset}
                );

            IntPtr indicesDataPtr = Marshal.AllocHGlobal(Marshal.SizeOf(VertexArray.IndicesInstance));
            Marshal.StructureToPtr(VertexArray.IndicesInstance, indicesDataPtr, true);

            bd.Usage = Usage.Default;
            bd.ByteWidth = (uint) Marshal.SizeOf(VertexArray.IndicesInstance);
            bd.BindFlags = BindFlag.IndexBuffer;
            bd.CpuAccessFlags = 0;
            bd.MiscFlags = 0;

            InitData.SysMem = indicesDataPtr;

            facesIndexBuffer = device.CreateBuffer(
                bd,
                InitData
                );

            Marshal.FreeHGlobal(indicesDataPtr);

            // Set primitive topology
            device.IA.SetPrimitiveTopology(PrimitiveTopology.TriangleList);

            // Convert the D2D texture into a Shader Resource View
            textureResourceView = device.CreateShaderResourceView(
                offscreenTexture);

            // Initialize the world matrices
            worldMatrix = Matrix4x4F.Identity;

            // Initialize the view matrix
            Vector3F Eye = new Vector3F(0.0f, 0.0f, 13.0f);
            Vector3F At = new Vector3F(0.0f, -3.5f, 45.0f);
            Vector3F Up = new Vector3F(0.0f, 1.0f, 0.0f);

            viewMatrix = Camera.MatrixLookAtLH(Eye, At, Up);

            // Initialize the projection matrix
            projectionMatrix = Camera.MatrixPerspectiveFovLH(
                (float) Math.PI*0.1f,
                width/(float) height,
                0.1f,
                100.0f);

            // Update Variables that never change
            viewMatrixVariable.Matrix = viewMatrix;

            projectionMarixVariable.Matrix = projectionMatrix;

            GradientStop[] gradientStops =
                {
                    new GradientStop(0.0f, new ColorF(Colors.Yellow)),
                    new GradientStop(1.0f, new ColorF(Colors.Black))
                };

            GradientStopCollection spGradientStopCollection = renderTarget.CreateGradientStopCollection(
                gradientStops,
                Gamma.Gamma_22,
                ExtendMode.Clamp);

            // Create a linear gradient brush for text
            textBrush = renderTarget.CreateLinearGradientBrush(
                new LinearGradientBrushProperties(new Point2F(0, 0), new Point2F(0, -2048)),
                spGradientStopCollection
                );
        }
Пример #2
0
 private void InitializeTextureRenderTarget()
 {
     Texture2DDescription offscreenTextureDesc = new Texture2DDescription
                                                     {
                                                         ArraySize = 1,
                                                         BindFlags = BindFlag.RenderTarget | BindFlag.ShaderResource,
                                                         CpuAccessFlags = 0,
                                                         Format = Format.R8G8B8A8_UNORM,
                                                         Height = 512,
                                                         Width = 512,
                                                         MipLevels = 1,
                                                         MiscFlags = 0,
                                                         SampleDescription = new SampleDescription
                                                                                 {
                                                                                     Count = 1,
                                                                                     Quality = 0
                                                                                 },
                                                         Usage = Usage.Default,
                                                     };
     offscreenTexture = device.CreateTexture2D(offscreenTextureDesc);
     // Convert the Direct2D texture into a Shader Resource View
     textureResourceView = device.CreateShaderResourceView(offscreenTexture);
     textureSurface = offscreenTexture.GetDXGISurface();
 }