Наследование: System.DisposableBase
Пример #1
0
		/// <summary>
		/// 
		/// </summary>
		/// <param name="device"></param>
		internal protected ShaderResource( GraphicsDevice device, ShaderResourceView srv, int w, int h, int d ) : base(device)
		{
			this.SRV	= srv;
			this.Width	= w;
			this.Height	= h;
			this.Depth	= d;
		}
Пример #2
0
		/// <summary>
		/// 
		/// </summary>
		/// <param name="device"></param>
		/// <param name="size"></param>
		/// <param name="count"></param>
		/// <param name="format"></param>
		/// <param name="mips"></param>
		public TextureCubeArray ( GraphicsDevice device, int size, int count, ColorFormat format, bool mips ) : base(device)
		{
			if (count>2048/6) {
				throw new GraphicsException("Too much elements in texture array");
			}

			this.Width		=	size;
			this.Depth		=	1;
			this.Height		=	size;
			this.MipCount	=	mips ? ShaderResource.CalculateMipLevels(Width,Height) : 1;

			var texDesc = new Texture2DDescription();

			texDesc.ArraySize		=	6 * count;
			texDesc.BindFlags		=	BindFlags.ShaderResource;
			texDesc.CpuAccessFlags	=	CpuAccessFlags.None;
			texDesc.Format			=	MakeTypeless( Converter.Convert( format ) );
			texDesc.Height			=	Height;
			texDesc.MipLevels		=	0;
			texDesc.OptionFlags		=	ResourceOptionFlags.TextureCube;
			texDesc.SampleDescription.Count	=	1;
			texDesc.SampleDescription.Quality	=	0;
			texDesc.Usage			=	ResourceUsage.Default;
			texDesc.Width			=	Width;


			texCubeArray	=	new D3D.Texture2D( device.Device, texDesc );
			SRV				=	new ShaderResourceView( device.Device, texCubeArray );
		}
Пример #3
0
		/// <summary>
		/// Creates texture
		/// </summary>
		/// <param name="device"></param>
		public VolumeRWTexture ( GraphicsDevice device, int width, int height, int depth, ColorFormat format, bool mips ) : base( device )
		{
			this.Width		=	width;
			this.Height		=	height;
			this.Depth		=	depth;
			this.format		=	format;
			this.mipCount	=	mips ? ShaderResource.CalculateMipLevels(Width,Height,Depth) : 1;

			var texDesc = new Texture3DDescription();
			texDesc.BindFlags		=	BindFlags.ShaderResource | BindFlags.UnorderedAccess;
			texDesc.CpuAccessFlags	=	CpuAccessFlags.None;
			texDesc.Format			=	Converter.Convert( format );
			texDesc.Height			=	Height;
			texDesc.MipLevels		=	mipCount;
			texDesc.OptionFlags		=	ResourceOptionFlags.None;
			texDesc.Usage			=	ResourceUsage.Default;
			texDesc.Width			=	Width;
			texDesc.Depth			=	Depth;

			var uavDesc = new UnorderedAccessViewDescription();
			uavDesc.Format		=	Converter.Convert( format );
			uavDesc.Dimension	=	UnorderedAccessViewDimension.Texture3D;
			uavDesc.Texture3D.FirstWSlice	=	0;
			uavDesc.Texture3D.MipSlice		=	0;
			uavDesc.Texture3D.WSize			=	depth;

			tex3D	=	new D3D.Texture3D( device.Device, texDesc );
			SRV		=	new D3D.ShaderResourceView( device.Device, tex3D );
			uav		=	new UnorderedAccessView( device.Device, tex3D, uavDesc );
		}
Пример #4
0
		/// <summary>
		/// Constructor
		/// </summary>
		/// <param name="rs"></param>
		/// <param name="path"></param>
		/// <param name="combinerEnum"></param>
		public Ubershader ( GraphicsDevice device, Stream stream ) : base(device)
		{
			database.Clear();

			using ( var br = new BinaryReader( stream ) ) {

				var foucCC = br.ReadFourCC();

				if (foucCC!=UbershaderSignature) {
					throw new IOException("Bad ubershader signature");
				}


				var count = br.ReadInt32();

				for (int i=0; i<count; i++) {
					var defines		=	br.ReadString();
					int length;

					br.ExpectFourCC("PSBC", "ubershader");
					length	=	br.ReadInt32();
					var ps	=	br.ReadBytes( length );

					br.ExpectFourCC("VSBC", "ubershader");
					length	=	br.ReadInt32();
					var vs	=	br.ReadBytes( length );

					br.ExpectFourCC("GSBC", "ubershader");
					length	=	br.ReadInt32();
					var gs	=	br.ReadBytes( length );

					br.ExpectFourCC("HSBC", "ubershader");
					length	=	br.ReadInt32();
					var hs	=	br.ReadBytes( length );

					br.ExpectFourCC("DSBC", "ubershader");
					length	=	br.ReadInt32();
					var ds	=	br.ReadBytes( length );

					br.ExpectFourCC("CSBC", "ubershader");
					length	=	br.ReadInt32();
					var cs	=	br.ReadBytes( length );

					//Log.Message("{0}", profile );
					//PrintSignature( bytecode, "ISGN" );
					//PrintSignature( bytecode, "OSGN" );
					//PrintSignature( bytecode, "OSG5" );
					if (database.ContainsKey(defines)) {
						Log.Warning("Duplicate definitions: {0}", defines );
						continue;
					}

					database.Add( defines, new UsdbEntry( defines, ps, vs, gs, hs, ds, cs ) );
				}
			}

			Log.Debug("Ubershader: {0} shaders", database.Count );
		}
Пример #5
0
		/// <summary>
		/// Creates an instance of this object.
		/// </summary>
		/// <param name="device"></param>
		/// <param name="capacity"></param>
		public IndexBuffer ( GraphicsDevice device, int capacity )
		{
			//Log.Message("Creation: Index Buffer");

			this.device		=	device;
			this.capacity	=	capacity;

			BufferDescription	desc = new BufferDescription();

			desc.BindFlags				=	BindFlags.IndexBuffer;
			desc.CpuAccessFlags			=	CpuAccessFlags.Write;
			desc.OptionFlags			=	ResourceOptionFlags.None;
			desc.SizeInBytes			=	capacity * sizeof(int);
			desc.StructureByteStride	=	0;
			desc.Usage					=	ResourceUsage.Dynamic;

			lock (device.DeviceContext) {
				indexBuffer	=	new D3D11.Buffer( device.Device, desc );
			}
		}
Пример #6
0
		/// <summary>
		/// 
		/// </summary>
		/// <param name="engine"></param>
		public RenderSystem ( Game Game ) : base(Game)
		{
			Counters	=	new RenderCounters();

			Width			=	1024;
			Height			=	768;
			Fullscreen		=	false;
			StereoMode		=	StereoMode.Disabled;
			InterlacingMode	=	InterlacingMode.HorizontalLR;
			UseDebugDevice	=	false;
			VSyncInterval	=	1;
			MsaaEnabled		=	false;
			UseFXAA			=	true;

			this.Device	=	Game.GraphicsDevice;

			viewLayers	=	new List<RenderLayer>();
			spriteEngine	=	new SpriteEngine( this );
			gis				=	new Gis(Game);
			filter			=	new Filter( Game );
			ssaoFilter		=	new SsaoFilter( Game );
			hdrFilter		=	new HdrFilter( Game );
			dofFilter		=	new DofFilter( Game );
			lightRenderer	=	new LightRenderer( Game );
			sceneRenderer	=	new SceneRenderer( Game, this );
			sky				=	new Sky( Game );
			bitonicSort		=	new BitonicSort( Game );

			Device.DisplayBoundsChanged += (s,e) => {
				var handler = DisplayBoundsChanged;
				if (handler!=null) {
					handler(s,e);
				}
			};
		}
Пример #7
0
		/// <summary>
		/// Creates instance of HbaoFilter
		/// </summary>
		/// <param name="Game"></param>
		public SsaoFilter( Game Game ) : base( Game )
		{
			device = Game.GraphicsDevice;
		}
Пример #8
0
		/// <summary>
		/// 
		/// </summary>
		public PipelineState ( GraphicsDevice device ) : base(device)
		{	
			BlendState			=	BlendState.Opaque;
			RasterizerState		=	RasterizerState.CullNone;
			DepthStencilState	=	DepthStencilState.Default;
			RasterizedStream	=	-1;
			Primitive			=	Primitive.TriangleList;

			isReady		=	false;
		}
		/// <summary>
		/// Creates instance of sampler state collection.
		/// </summary>
		/// <param name="device"></param>
		internal SamplerStateCollection ( GraphicsDevice device, CommonShaderStage stage ) : base(device)
		{
			states		=	new SamplerState[ Count ];
			this.stage	=	stage;
			deviceContext	=	device.DeviceContext;
		}
Пример #10
0
		public BitonicSort( Game Game ) : base( Game )
		{
			device = Game.GraphicsDevice;
		}
Пример #11
0
		/// <summary>
		/// 
		/// </summary>
		/// <param name="device"></param>
		public GraphicsResource ( GraphicsDevice device )
		{
			this.device	=	device;
		}
Пример #12
0
		/// <summary>
		/// Creates buffer from given indices
		/// </summary>
		/// <param name="device"></param>
		/// <param name="indices"></param>
		/// <returns></returns>
		public static IndexBuffer Create ( GraphicsDevice device, int[] indices )
		{
			var ib = new IndexBuffer( device, indices.Length );
			ib.SetData( indices );
			return ib;
		}
Пример #13
0
		/// <summary>
		/// 
		/// </summary>
		/// <param name="device"></param>
		internal void Apply ( GraphicsDevice device )
		{
			if ( state == null ) {
				
				var dss	=	new DepthStencilStateDescription();

				dss.DepthComparison		=	Converter.Convert( this.depthComparison );
				dss.DepthWriteMask		=	this.depthWriteEnabled ? DepthWriteMask.All : DepthWriteMask.Zero;
				dss.IsDepthEnabled		=	this.depthEnabled;
				dss.IsStencilEnabled	=	this.stencilEnabled;
				dss.StencilReadMask		=	this.stencilReadMask;
				dss.StencilWriteMask	=	this.stencilWriteMask;

				dss.BackFace.Comparison				=	Converter.Convert( this.backStencilComparison	);
				dss.BackFace.FailOperation			=	Converter.Convert( this.backFailOp				);
				dss.BackFace.DepthFailOperation		=	Converter.Convert( this.backDepthFailOp			);
				dss.BackFace.PassOperation			=	Converter.Convert( this.backPassOp				);

				dss.FrontFace.Comparison			=	Converter.Convert( this.backStencilComparison	);
				dss.FrontFace.FailOperation			=	Converter.Convert( this.backFailOp				);
				dss.FrontFace.DepthFailOperation	=	Converter.Convert( this.backDepthFailOp			);
				dss.FrontFace.PassOperation			=	Converter.Convert( this.backPassOp				);

				state	=	new D3DDepthStencilState( device.Device, dss );
			}

			device.DeviceContext.OutputMerger.DepthStencilState		=	state;
			device.DeviceContext.OutputMerger.DepthStencilReference	=	stencilReference;
		}
Пример #14
0
		/// <summary>
		/// 
		/// </summary>
		/// <param name="singleShadowMapSize"></param>
		/// <param name="splitCount"></param>
		public CascadedShadowMap ( GraphicsDevice device, int cascadeSize, int cascadeCount )
		{
			this.device			=	device;
			this.cascadeCount	=	cascadeCount;
			this.cascadeSize	=	cascadeSize;

			if (cascadeCount<1 || cascadeCount>MaxCascadeCount) {
				throw new ArgumentOutOfRangeException("cascadeCount must be within range 1.." + MaxCascadeCount.ToString());
			}

			if (cascadeSize<64 || cascadeSize > MaxCascadeSize) {
				throw new ArgumentOutOfRangeException("cascadeSize must be within range 64.." + MaxCascadeSize.ToString());
			}

			if (!MathUtil.IsPowerOfTwo( cascadeSize )) {
				Log.Warning("CascadedShadowMap : splitSize is not power of 2");
			}

			csmColor	=	new RenderTarget2D( device, ColorFormat.R32F,		cascadeSize * cascadeCount, cascadeSize );
			csmDepth	=	new DepthStencil2D( device, DepthFormat.D24S8,		cascadeSize * cascadeCount, cascadeSize );
			prtShadow	=	new RenderTarget2D( device, ColorFormat.Rgba8_sRGB,	cascadeSize * cascadeCount, cascadeSize );
		}
Пример #15
0
		/// <summary>
		/// Constructor
		/// </summary>
		/// <param name="rs"></param>
		public Sky ( Game game ) : base( game )
		{
			rs	=	Game.GraphicsDevice;
		}
Пример #16
0
		/// <summary>
		/// Creates render target
		/// </summary>
		/// <param name="rs"></param>
		/// <param name="width"></param>
		/// <param name="height"></param>
		/// <param name="format"></param>
		public RenderTargetCube ( GraphicsDevice device, ColorFormat format, int size, int samples, string debugName = "" ) : base ( device )
		{
			Create( format, size, samples, false, debugName );
		}
Пример #17
0
		/// <summary>
		/// 
		/// </summary>
		/// <param name="device"></param>
		protected ShaderResource( GraphicsDevice device ) : base(device)
		{
		}
Пример #18
0
		/// <summary>
		/// 
		/// </summary>
		/// <param name="device"></param>
		internal D3DSamplerState Apply ( GraphicsDevice device )
		{
			if ( state == null ) {

				var ssd = new SamplerStateDescription();

				ssd.ComparisonFunction	=	Converter.Convert( this.compareFunc );
				ssd.AddressU			=	Converter.Convert( this.addressU );
				ssd.AddressV			=	Converter.Convert( this.addressV );
				ssd.AddressW			=	Converter.Convert( this.addressW );
				ssd.BorderColor			=	SharpDXHelper.Convert( this.borderColor );
				ssd.Filter				=	Converter.Convert( this.filter );
				ssd.MaximumAnisotropy	=	this.maxAnisotropy;
				ssd.MaximumLod			=	this.maxMipLevel;
				ssd.MinimumLod			=	this.minMipLevel;
				ssd.MipLodBias			=	this.mipMapBias;

				state	=	new D3DSamplerState( device.Device, ssd );
			}

			return state;
		}
		/// <summary>
		/// Creates instance of sampler state collection.
		/// </summary>
		/// <param name="device"></param>
		internal ConstantBufferCollection ( GraphicsDevice device, CommonShaderStage stage ) : base(device)
		{
			buffers		=	new ConstantBuffer[ Count ];
			this.stage	=	stage;
			deviceContext	=	device.DeviceContext;
		}
Пример #20
0
		/// <summary>
		/// Constrcutor
		/// </summary>
		/// <param name="device"></param>
		/// <param name="fileName"></param>
		public SpriteFont ( GraphicsDevice rs, Stream stream )
		{
			this.rs	=	rs;

			using (var br = new BinaryReader(stream)) {

				var xml = br.ReadString();
				FontFile input = FontLoader.LoadFromString( xml );

				int numGlyphs	=	input.Chars.Max( ch => ch.ID );

				//	create charInfo and kernings :
				fontInfo.kernings = new Dictionary<Tuple<char,char>, float>();
				fontInfo.charInfo = new SpriteFontInfo.CharInfo[numGlyphs+1];

				//	check one-page bitmap fonts :
				if (input.Pages.Count!=1) {
					throw new GraphicsException("Only one page of font image is supported");
				}

				//	create path for font-image :
				string fontImagePath	=	input.Pages[0].File;

				//	skip two bytes :
				var texData				=	stream.ReadAllBytes();
				fontTexture				=	new UserTexture( rs.Game.RenderSystem, texData, false );
			
				//	Fill structure :
				fontInfo.fontFace		=	input.Info.Face;
				fontInfo.baseLine		=	input.Common.Base;
				fontInfo.lineHeight		=	input.Common.LineHeight;
				fontInfo.scaleWidth		=	input.Common.ScaleW;
				fontInfo.scaleHeight	=	input.Common.ScaleH;

				float scaleWidth = fontInfo.scaleWidth;
				float scaleHeight = fontInfo.scaleHeight;

				//	process character info :
				for ( int i=0; i<input.Chars.Count; i++) {
					FontChar ch = input.Chars[i];

					int id = ch.ID;

					if (id<0) continue;

					int x = ch.X;
					int y = ch.Y;
					int xoffs = ch.XOffset;
					int yoffs = ch.YOffset;
					int w = ch.Width;
					int h = ch.Height;

					fontInfo.charInfo[ ch.ID ].validChar	=	true;
					fontInfo.charInfo[ ch.ID ].xAdvance		=	ch.XAdvance;
					fontInfo.charInfo[ ch.ID ].srcRect		=	new RectangleF(x, y, w, h);
					fontInfo.charInfo[ ch.ID ].dstRect		=	new RectangleF(xoffs, yoffs, w, h);
				}


				var letterHeights = input.Chars
						.Where( ch1 => char.IsUpper( (char)(ch1.ID) ) )
						.Select( ch2 => ch2.Height )
						.OrderBy( h => h )
						.ToList();
				CapHeight	=	letterHeights[ letterHeights.Count/2 ];



				//	process kerning info :
				for ( int i=0; i<input.Kernings.Count; i++) {
					var pair	=	new Tuple<char,char>( (char)input.Kernings[i].First, (char)input.Kernings[i].Second);
					int kerning =	input.Kernings[i].Amount;
					fontInfo.kernings.Add( pair, kerning );
				}

				SpaceWidth	=	MeasureString(" ").Width;
				LineHeight	=	MeasureString(" ").Height;
			}
		}
Пример #21
0
		/// <summary>
		/// Creates render target
		/// </summary>
		/// <param name="rs"></param>
		/// <param name="width"></param>
		/// <param name="height"></param>
		/// <param name="format"></param>
		public DepthStencilCube ( GraphicsDevice device, DepthFormat format, int size, int samples, string debugName = "" ) : base ( device )
		{
			bool msaa	=	samples > 1;

			CheckSamplesCount( samples );

			SampleCount	=	samples;

			Format		=	format;
			SampleCount	=	samples;
			Width		=	size;
			Height		=	size;
			Depth		=	1;

			var	texDesc	=	new Texture2DDescription();
				texDesc.Width				=	Width;
				texDesc.Height				=	Height;
				texDesc.ArraySize			=	6;
				texDesc.BindFlags			=	BindFlags.RenderTarget | BindFlags.ShaderResource;
				texDesc.CpuAccessFlags		=	CpuAccessFlags.None;
				texDesc.Format				=	Converter.ConvertToTex( format );
				texDesc.MipLevels			=	1;
				texDesc.OptionFlags			=	ResourceOptionFlags.TextureCube;
				texDesc.SampleDescription	=	new DXGI.SampleDescription(samples, 0);
				texDesc.Usage				=	ResourceUsage.Default;


			texCube	=	new D3D.Texture2D( device.Device, texDesc );


			var srvDesc	=	new ShaderResourceViewDescription();
				srvDesc.Dimension			=	samples > 1 ? ShaderResourceViewDimension.Texture2DMultisampled : ShaderResourceViewDimension.Texture2D;
				srvDesc.Format				=	Converter.ConvertToSRV( format );
				srvDesc.Texture2D.MostDetailedMip	=	0;
				srvDesc.Texture2D.MipLevels			=	1;

			SRV		=	new ShaderResourceView( device.Device, texCube );




			//
			//	Create surfaces :
			//
			surfaces	=	new DepthStencilSurface[ 6 ];

			for ( int face=0; face<6; face++) {

				var rtvDesc = new DepthStencilViewDescription();
					rtvDesc.Texture2DArray.MipSlice			=	0;
					rtvDesc.Texture2DArray.FirstArraySlice	=	face;
					rtvDesc.Texture2DArray.ArraySize		=	1;
					rtvDesc.Dimension						=	msaa ? DepthStencilViewDimension.Texture2DMultisampledArray : DepthStencilViewDimension.Texture2DArray;
					rtvDesc.Format							=	Converter.ConvertToDSV( format );

				var dsv	=	new DepthStencilView( device.Device, texCube, rtvDesc );

				int subResId	=	Resource.CalculateSubResourceIndex( 0, face, 1 );

				surfaces[face]	=	new DepthStencilSurface( dsv, format, Width, Height, SampleCount );
			}
		}
Пример #22
0
		/// <summary>
		/// Sets materials textures
		/// </summary>
		/// <param name="device"></param>
		internal void SetTextures ( GraphicsDevice device )
		{
			for (int i=0; i<shaderResources.Length; i++) {
				device.PixelShaderResources[i] = shaderResources[i];
			}
		}
		/// <summary>
		/// 
		/// </summary>
		/// <param name="device"></param>
		internal ShaderResourceCollection ( GraphicsDevice device, CommonShaderStage stage ) : base(device)
		{
			resources	=	new ShaderResource[ Count ];
			this.stage	=	stage;
			deviceContext	=	device.DeviceContext;
		}
Пример #24
0
		/// <summary>
		/// Creates render target
		/// </summary>
		/// <param name="rs"></param>
		/// <param name="width"></param>
		/// <param name="height"></param>
		/// <param name="format"></param>
		public RenderTargetCube ( GraphicsDevice device, ColorFormat format, int size, bool mips, string debugName = "" ) : base ( device )
		{
			Create( format, size, 1, mips, debugName );
		}
Пример #25
0
		public Filter( Game Game ) : base( Game )
		{
			rs = Game.GraphicsDevice;
		}
Пример #26
0
		/// <summary>
		/// 
		/// </summary>
		/// <param name="rs"></param>
		public SpriteEngine( RenderSystem rs ) : base(rs.Game)
		{
			this.device	=	rs.Device;
		}