Пример #1
0
        /// <summary>
        /// Releases unmanaged and - optionally - managed resources
        /// </summary>
        /// <param name="disposing"><c>true</c> to release both managed and unmanaged resources; <c>false</c> to release only unmanaged resources.</param>
        protected override void Dispose(bool disposing)
        {
            if (!IsDisposed)
            {
                //Dispose of managed resources
                if (disposing)
                {
                    if (_shaderResourceView != null)
                    {
                        if (_renderer != null)
                        {
                            _renderer.Resources.RemoveTrackedObject(_shaderResourceView.ComPointer);
                        }
                        _shaderResourceView.Dispose();
                        _shaderResourceView = null;
                    }

                    if (_renderTargetView != null)
                    {
                        if (_renderer != null)
                        {
                            _renderer.Resources.RemoveTrackedObject(_renderTargetView.ComPointer);
                        }
                        _renderTargetView.Dispose();
                        _renderTargetView = null;
                    }

                    if (_depthStencilView != null)
                    {
                        if (_renderer != null)
                        {
                            _renderer.Resources.RemoveTrackedObject(_depthStencilView.ComPointer);
                        }
                        _depthStencilView.Dispose();
                        _depthStencilView = null;
                    }

                    if (_texture2D != null)
                    {
                        if (_renderer != null)
                        {
                            _renderer.Resources.RemoveTrackedObject(_texture2D.ComPointer);
                        }
                        _texture2D.Dispose();
                        _texture2D = null;
                    }

                    if (_staging != null)
                    {
                        if (_renderer != null)
                        {
                            _renderer.Resources.RemoveTrackedObject(_staging.ComPointer);
                        }
                        _staging.Dispose();
                        _staging = null;
                    }
                }
                base.Dispose(disposing);
            }
        }
Пример #2
0
        /// <summary>
        /// Flushes the collection's state to the device, only textures that have been
        /// changed since the last draw call will get sent.
        /// </summary>
        internal void FlushState()
        {
            //Return if we haven't even touched these states, so we don't have to loop over them.
            if (!_shortCircuitUpdate)
            {
                return;
            }

            for (int i = 0; i < _maxTextures; i++)
            {
                //If state is dirty, grab the contents and send to the device
                if (_dirtyMark[i])
                {
                    //Clear the dirty bit
                    _dirtyMark[i] = false;

                    D3D.ShaderResourceView shaderResource = null;
                    Texture value = _textures[i];
                    //Get shader resource
                    if (value != null)
                    {
                        D3D10Helper.CheckDisposed(value);
                        switch (value.Dimensions)
                        {
                        case TextureDimensions.One:
                            D3D10Texture1DImplementation impl1D = value.Implementation as D3D10Texture1DImplementation;
                            shaderResource = impl1D.D3D10ShaderResourceView;
                            break;

                        case TextureDimensions.Two:
                            D3D10Texture2DImplementation impl2D = value.Implementation as D3D10Texture2DImplementation;
                            shaderResource = impl2D.D3D10ShaderResourceView;
                            break;

                        case TextureDimensions.Three:
                            D3D10Texture3DImplementation impl3D = value.Implementation as D3D10Texture3DImplementation;
                            shaderResource = impl3D.D3D10ShaderResourceView;
                            break;

                        case TextureDimensions.Cube:
                            D3D10TextureCubeImplementation implCube = value.Implementation as D3D10TextureCubeImplementation;
                            shaderResource = implCube.D3D10ShaderResourceView;
                            break;
                        }
                    }
                    //Set shader resource (or null)
                    if (_vertexTex)
                    {
                        _graphicsDevice.VertexShader.SetShaderResource(shaderResource, i);
                    }
                    else
                    {
                        _graphicsDevice.PixelShader.SetShaderResource(shaderResource, i);
                    }
                }
            }
            _shortCircuitUpdate = false;
        }
Пример #3
0
        public RenderTarget(D3D.Device device, D3D.Texture2DDescription rdesc)
            : base(device)
        {
            rdesc.BindFlags |= D3D.BindFlags.ShaderResource;
            D3D.Texture2D te = new D3D.Texture2D(device, rdesc);
            Resource = te;
            RenderView = new D3D.RenderTargetView(device, te);

            View = new D3D.ShaderResourceView(device, Resource);
        }
Пример #4
0
        /// <summary>
        /// Releases unmanaged and - optionally - managed resources
        /// </summary>
        /// <param name="disposing"><c>true</c> to release both managed and unmanaged resources; <c>false</c> to release only unmanaged resources.</param>
        protected override void Dispose(bool disposing)
        {
            if (!IsDisposed)
            {
                //Dispose of managed resources
                if (disposing)
                {
                    if (_shaderResourceView != null)
                    {
                        if (_renderer != null)
                        {
                            _renderer.Resources.RemoveTrackedObject(_shaderResourceView.ComPointer);
                        }
                        _shaderResourceView.Dispose();
                        _shaderResourceView = null;
                    }

                    if (_renderTargetView != null)
                    {
                        for (int i = 0; i < 6; i++)
                        {
                            D3D.RenderTargetView rt = _renderTargetView[i];
                            if (_renderer != null)
                            {
                                _renderer.Resources.RemoveTrackedObject(rt.ComPointer);
                            }
                            rt.Dispose();
                            _renderTargetView[i] = null;
                        }
                    }

                    if (_depthStencilView != null)
                    {
                        if (_renderer != null)
                        {
                            _renderer.Resources.RemoveTrackedObject(_depthStencilView.ComPointer);
                        }
                        _depthStencilView.Dispose();
                        _depthStencilView = null;
                    }

                    if (_texture2D != null)
                    {
                        if (_renderer != null)
                        {
                            _renderer.Resources.RemoveTrackedObject(_texture2D.ComPointer);
                        }
                        _texture2D.Dispose();
                        _texture2D = null;
                    }
                }
                base.Dispose(disposing);
            }
        }
Пример #5
0
 public RenderTarget(D3D.Device device, int width, int height)
     : base(device)
 {
     D3D.Texture2DDescription rdesc = new D3D.Texture2DDescription()
     {
         Width = width,
         Height = height,
         MipLevels = 1,
         ArraySize = 1,
         Format = SlimDX.DXGI.Format.R8G8B8A8_UNorm,
         SampleDescription = new SlimDX.DXGI.SampleDescription(1, 0),
         Usage = D3D.ResourceUsage.Default,
         BindFlags = D3D.BindFlags.RenderTarget | D3D.BindFlags.ShaderResource,
         CpuAccessFlags = D3D.CpuAccessFlags.None,
         OptionFlags = D3D.ResourceOptionFlags.None
     };
     Resource = new D3D.Texture2D(device, rdesc);
     RenderView = new D3D.RenderTargetView(device, Texture);
     View = new D3D.ShaderResourceView(device, Resource);
 }
Пример #6
0
        public RenderTarget( D3D10.Device device, int width, int height, DXGI.Format format )
        {
            this.device = device;

            D3D10.Texture2DDescription desc = new D3D10.Texture2DDescription();

            desc.Width  = width;
            desc.Height = height;

            desc.ArraySize = 1;
            desc.BindFlags = D3D10.BindFlags.RenderTarget | D3D10.BindFlags.ShaderResource;
            desc.CpuAccessFlags = D3D10.CpuAccessFlags.None;
            desc.Format = format;
            desc.MipLevels = 1;
            desc.OptionFlags = D3D10.ResourceOptionFlags.None;
            desc.SampleDescription = new SlimDX.DXGI.SampleDescription( 1, 0 );
            desc.Usage = D3D10.ResourceUsage.Default;

            Resource = new D3D10.Texture2D( device, desc );
            RenderTargetView = new D3D10.RenderTargetView( device, Resource );
            ShaderResourceView = new D3D10.ShaderResourceView( device, Resource );
        }
Пример #7
0
        public SpriteTexture(D3D.Device device, string filename)
            : base(device)
        {
            D3D.ImageLoadInformation iml = new D3D.ImageLoadInformation()
            {
                BindFlags = D3D.BindFlags.ShaderResource,
                CpuAccessFlags = D3D.CpuAccessFlags.None,
                Depth = 1,
                FilterFlags = D3D.FilterFlags.None,
                FirstMipLevel = 0,
                Format = SlimDX.DXGI.Format.R8G8B8A8_UNorm,
                MipFilterFlags = D3D.FilterFlags.None,
                MipLevels = 1,
                OptionFlags = D3D.ResourceOptionFlags.None,
                Usage = D3D.ResourceUsage.Default
            };
            Resource = D3D.Texture2D.FromFile(device, filename, iml);
            View = new D3D.ShaderResourceView(device, Resource);
            Instance = new D3D.SpriteInstance(this.View, new Vector2(0, 0), new Vector2(1, 1));

            UpdateTransform();
        }
Пример #8
0
 public Texture( D3D10.Device device, string filename )
 {
     Resource = D3D10.Texture2D.FromFile( device, filename );
     View = new D3D10.ShaderResourceView( device, Resource );
 }
Пример #9
0
 void Create( D3D10.Device device, D3D10.Texture2DDescription desc )
 {
     Resource = new D3D10.Texture2D( device, desc );
     View = new D3D10.ShaderResourceView( device, Resource );
 }
Пример #10
0
        /// <summary>
        /// Creates a new instance of <see cref="D3D10Texture2DImplementation"/>, for RenderTarget2D.
        /// </summary>
        /// <param name="renderer">The D3D10 renderer.</param>
        /// <param name="width">The texture width in pixels.</param>
        /// <param name="height">The texture height in pixels.</param>
        /// <param name="genMipMaps">True if a mipmap chain should be generated or not.</param>
        /// <param name="format">The surface format.</param>
        /// <param name="depthFormat">The depth-stencil format.</param>
        /// <param name="multiSampleCount">The multisample count.</param>
        /// <param name="usage">The target usage.</param>
        /// <exception cref="System.ArgumentException">Thrown if the formats are invalid to be used in a render target.</exception>
        internal D3D10Texture2DImplementation(D3D10Renderer renderer, int width, int height, bool genMipMaps, SurfaceFormat format, DepthFormat depthFormat, int multiSampleCount, RenderTargetUsage usage)
            : base(width, height, format, depthFormat, multiSampleCount, usage)
        {
            _renderer       = renderer;
            _graphicsDevice = _renderer.GraphicsDevice;

            if (!renderer.Adapter.QueryRenderTargetFormat(format, depthFormat, multiSampleCount))
            {
                throw new ArgumentException("Format combination not supported.");
            }

            D3D.Texture2DDescription desc2D = new D3D.Texture2DDescription();
            desc2D.ArraySize      = 1;
            desc2D.BindFlags      = D3D.BindFlags.ShaderResource | D3D.BindFlags.RenderTarget;
            desc2D.CpuAccessFlags = D3D.CpuAccessFlags.None;
            desc2D.Format         = D3D10Helper.ToD3DSurfaceFormat(format);
            desc2D.Height         = height;
            desc2D.Width          = width;
            desc2D.Usage          = _usage = D3D.ResourceUsage.Default;
            if (genMipMaps)
            {
                desc2D.OptionFlags = D3D.ResourceOptionFlags.GenerateMipMaps;
            }
            else
            {
                desc2D.OptionFlags = D3D.ResourceOptionFlags.None;
            }
            desc2D.MipLevels = (genMipMaps) ? 0 : 1;
            if (multiSampleCount > 1)
            {
                desc2D.SampleDescription = new SlimDX.DXGI.SampleDescription(multiSampleCount, 0);
            }
            else
            {
                desc2D.SampleDescription = new DXGI.SampleDescription(1, 0);
            }

            _texture2D          = new D3D.Texture2D(_graphicsDevice, desc2D);
            _shaderResourceView = new D3D.ShaderResourceView(_graphicsDevice, _texture2D);
            _renderTargetView   = new D3D.RenderTargetView(_graphicsDevice, _texture2D);
            _graphicsDevice.ClearRenderTargetView(_renderTargetView, new SDX.Color4(1.0f, 0, 0, 0));

            //Add to tracker
            _renderer.Resources.AddTrackedObject(_texture2D.ComPointer, this);
            _renderer.Resources.AddTrackedObject(_shaderResourceView.ComPointer, this);
            _renderer.Resources.AddTrackedObject(_renderTargetView.ComPointer, this);

            _mipCount = _texture2D.Description.MipLevels;

            if (depthFormat != DepthFormat.None)
            {
                D3D.Texture2DDescription dbdesc = new D3D.Texture2DDescription();
                dbdesc.ArraySize      = 1;
                dbdesc.BindFlags      = D3D.BindFlags.DepthStencil;
                dbdesc.CpuAccessFlags = D3D.CpuAccessFlags.None;
                dbdesc.Format         = D3D10Helper.ToD3DDepthFormat(depthFormat);
                dbdesc.Height         = height;
                dbdesc.Width          = width;
                dbdesc.Usage          = D3D.ResourceUsage.Default;
                dbdesc.OptionFlags    = D3D.ResourceOptionFlags.None;
                dbdesc.MipLevels      = 1;
                if (multiSampleCount > 1)
                {
                    dbdesc.SampleDescription = new SlimDX.DXGI.SampleDescription(multiSampleCount, 0);
                }
                else
                {
                    dbdesc.SampleDescription = new SlimDX.DXGI.SampleDescription(1, 0);
                }

                using (D3D.Texture2D depthBuffer = new D3D.Texture2D(_graphicsDevice, dbdesc)) {
                    _depthStencilView = new D3D.DepthStencilView(_graphicsDevice, depthBuffer);
                    if (depthFormat == Tesla.Graphics.DepthFormat.Depth24Stencil8)
                    {
                        _graphicsDevice.ClearDepthStencilView(_depthStencilView, D3D.DepthStencilClearFlags.Depth | D3D.DepthStencilClearFlags.Stencil, 1.0f, 0);
                    }
                    else
                    {
                        _graphicsDevice.ClearDepthStencilView(_depthStencilView, D3D.DepthStencilClearFlags.Depth, 1.0f, 0);
                    }

                    //Add to tracker
                    _renderer.Resources.AddTrackedObject(_depthStencilView.ComPointer, this);
                }
            }
        }
Пример #11
0
        /// <summary>
        /// Creates a new instance of <see cref="D3D10Texture2DImplementation"/>, for Texture2D.
        /// </summary>
        /// <param name="renderer">The D3D10 renderer.</param>
        /// <param name="width">The texture width in pixels.</param>
        /// <param name="height">The texture height in pixels.</param>
        /// <param name="genMipMaps">True if a mipmap chain should be generated or not.</param>
        /// <param name="format">The surface format.</param>
        /// <param name="data">The data to initialize the first mip map level.</param>
        /// <exception cref="Tesla.Core.TeslaException">Thrown if there was an error writing to the texture.</exception>
        internal D3D10Texture2DImplementation(D3D10Renderer renderer, int width, int height, bool genMipMaps, SurfaceFormat format, DataBuffer data)
            : base(width, height, format)
        {
            //Set common properties
            _renderer       = renderer;
            _graphicsDevice = _renderer.GraphicsDevice;

            //Do we want to generate mip maps, and do we have the data to do so? (if not, cancel mip map generation)
            bool canGenMipmaps = (genMipMaps && (data != null));

            //Setup texture description
            D3D.Texture2DDescription descTex = new D3D.Texture2DDescription();
            descTex.ArraySize         = 1;
            descTex.Width             = width;
            descTex.Height            = height;
            descTex.Usage             = _usage = D3D.ResourceUsage.Default;
            descTex.CpuAccessFlags    = D3D.CpuAccessFlags.None;
            descTex.Format            = D3D10Helper.ToD3DSurfaceFormat(format);
            descTex.SampleDescription = new DXGI.SampleDescription(1, 0); //Default sample desc
            descTex.MipLevels         = (genMipMaps) ? 0 : 1;

            //Set mip map generation params
            if (canGenMipmaps)
            {
                descTex.BindFlags   = D3D.BindFlags.ShaderResource | D3D.BindFlags.RenderTarget;
                descTex.OptionFlags = D3D.ResourceOptionFlags.GenerateMipMaps;
            }
            else
            {
                descTex.BindFlags   = D3D.BindFlags.ShaderResource;
                descTex.OptionFlags = D3D.ResourceOptionFlags.None;
            }

            //Create the texture and shader view
            _texture2D          = new D3D.Texture2D(_graphicsDevice, descTex);
            _shaderResourceView = new D3D.ShaderResourceView(_graphicsDevice, _texture2D);

            //Add to tracker
            _renderer.Resources.AddTrackedObject(_texture2D.ComPointer, this);
            _renderer.Resources.AddTrackedObject(_shaderResourceView.ComPointer, this);

            //Set the final mip count
            _mipCount = _texture2D.Description.MipLevels;

            //Now set the initial data if its present
            if (data != null)
            {
                try {
                    this.SetData <byte>(data.ByteDataCopy, 0, null, 0, data.ElementSizeInBytes * data.Length);

                    if (genMipMaps)
                    {
                        _graphicsDevice.GenerateMips(_shaderResourceView);
                    }

                    //Dispose of the staging texture
                    if (_staging != null)
                    {
                        _staging.Dispose();
                        _staging = null;
                    }
                } catch (Exception e) {
                    Dispose();
                    throw new TeslaException("Error setting Texture data.", e);
                }
            }
        }
Пример #12
0
        public Sky(Vector3 lightDir, StreamReader file)
        {
            ///
               // outerRadius = innerRadius * 1.0157313f;
               // atmScale = 1f / (outerRadius - innerRadius);

            dome.CreateDome((int)size.X, (int)size.Y);
               // waveLength4 = new Vector3((float)Math.Pow(waveLength.X, 4), (float)Math.Pow(waveLength.Y, 4), (float)Math.Pow(waveLength.Z, 4));
               // double pow = -0.84;
               // waveLength084 = new Vector3((float)Math.Pow(waveLength.X, pow), (float)Math.Pow(waveLength.Y, pow), (float)Math.Pow(waveLength.Z, pow));

            effect = ResourceManager.mainManager.LoadEffect("Resources\\Effects\\Sky.fx", ResourceManager.mainManager.GetDefaultEffectPool());
            pass = effect.GetTechniqueByName("Render").GetPassByIndex(0);
            updatePass = effect.GetTechniqueByName("Update").GetPassByIndex(0);
            D3D10.InputElement[] elements = new SlimDX.Direct3D10.InputElement[2];
                elements[0] = new SlimDX.Direct3D10.InputElement("POSITION", 0, SlimDX.DXGI.Format.R32G32B32_Float, 0, 0);
                elements[1] = new D3D10.InputElement("TEXCOORD", 0, SlimDX.DXGI.Format.R32G32_Float, 12, 0);
                layout = new SlimDX.Direct3D10.InputLayout(Game.gameClass.GetDevice(), elements, pass.Description.Signature);
                layoutUpdate = Quad.GetLayout(updatePass);
            translation = effect.GetVariableByName("translation").AsVector();
            sunPosition = effect.GetVariableByName("sunPos").AsVector();
               // Vector4 mieTemps = new Vector4((3 * (1 - g * g)) / (2 * (2 + g * g)), 1 + g * g, g, 1);
            mieTemps = effect.GetVariableByName("mieTemps").AsVector();
            K = effect.GetVariableByName("K").AsVector();
            waveLengthRay = effect.GetVariableByName("waveLengthRay").AsVector();
            waveLengthMie = effect.GetVariableByName("waveLengthMie").AsVector();
            scaleDepth = effect.GetVariableByName("scaleDepth").AsVector();
            sunIntensity = effect.GetVariableByName("sunIntensity").AsScalar();
            //textures
            D3D10.Texture2DDescription desc = new SlimDX.Direct3D10.Texture2DDescription();
            desc.ArraySize = 1;
            desc.BindFlags = D3D10.BindFlags.ShaderResource | SlimDX.Direct3D10.BindFlags.RenderTarget;
            desc.CpuAccessFlags = D3D10.CpuAccessFlags.None;
            desc.Format = SlimDX.DXGI.Format.R16G16B16A16_Float;
            desc.Height = (int)size.Y;
            desc.MipLevels = 1;
            desc.OptionFlags = D3D10.ResourceOptionFlags.None;
            desc.Usage = D3D10.ResourceUsage.Default;
            desc.Width = (int)size.X;

            SlimDX.DXGI.SampleDescription sampleDescription = new SlimDX.DXGI.SampleDescription();
            sampleDescription.Count = 1;
            sampleDescription.Quality = 0;
            desc.SampleDescription = sampleDescription;

            rayLookupTexture = new D3D10.Texture2D(Game.gameClass.GetDevice(), desc);
            mieLookupTexture = new D3D10.Texture2D(Game.gameClass.GetDevice(), desc);

               /* desc.BindFlags = D3D10.BindFlags.None;
            desc.CpuAccessFlags = D3D10.CpuAccessFlags.Write;
            desc.Usage = D3D10.ResourceUsage.Staging;

            mieUpdateTexture = new D3D10.Texture2D(Game.gameClass.GetDevice(), desc);
            rayUpdateTexture = new D3D10.Texture2D(Game.gameClass.GetDevice(), desc);

            mieUpdateTextureMap = mieUpdateTexture.Map(0, D3D10.MapMode.Write, D3D10.MapFlags.DoNotWait);
            mieUpdateTexture.Unmap(0);

            rayUpdateTextureMap = rayUpdateTexture.Map(0, D3D10.MapMode.Write, D3D10.MapFlags.DoNotWait);
            rayUpdateTexture.Unmap(0);*/
            using (D3D10.ShaderResourceView view = new SlimDX.Direct3D10.ShaderResourceView(Game.gameClass.GetDevice(), rayLookupTexture))
                effect.GetVariableByName("rayLookupTex").AsResource().SetResource(view);
             using (D3D10.ShaderResourceView view = new SlimDX.Direct3D10.ShaderResourceView(Game.gameClass.GetDevice(), mieLookupTexture))
                effect.GetVariableByName("mieLookupTex").AsResource().SetResource(view);

             viewPort = new Viewport();
             viewPort.Height = (int)size.Y;
             viewPort.Width = (int)size.X;
             viewPort.MaxZ = 1.0f;
             viewPort.MinZ = 0.0f;
             viewPort.X = 0;
             viewPort.Y = 0;

             renderTargets[0] = new SlimDX.Direct3D10.RenderTargetView(Game.gameClass.GetDevice(), rayLookupTexture);
             renderTargets[1] = new SlimDX.Direct3D10.RenderTargetView(Game.gameClass.GetDevice(), mieLookupTexture);

             Load(file);

             CalculateLookupOnGPU(-lightDir);
        }
Пример #13
0
        public override void Init(D3DDevice device)
        {
            base.Init(device);

            texture = D3D.Texture2D.FromFile(device.Device, @"C:\Users\adrianj\Documents\Visual Studio 2010\Projects\Direct3D-Testing\ImageTiler_Test\bin\Debug\Images\test_google.bmp");
            D3D.ShaderResourceView textureResourceView = new D3D.ShaderResourceView(device.Device, texture);
            D3D.EffectResourceVariable textureResource = effect.GetVariableByName("Texture_0").AsResource();
            device.Device.PixelShader.SetShaderResource(textureResourceView, 0);
            textureResource.SetResource(textureResourceView);
            texture.Dispose();
            textureResourceView.Dispose();

            zoomEffect = effect.GetVariableByName("TextureZoomLevel").AsScalar();
        }
Пример #14
0
 protected override void RecreateTexture(int width, int height)
 {
     base.RecreateTexture(width, height);
     if (View != null) View.Dispose();
     View = new D3D.ShaderResourceView(device, Resource);
     Instance = new D3D.SpriteInstance(this.View, new Vector2(0, 0), new Vector2(1, 1));
     //Instance.Color = new Color4(AlphaBlend, 1, 1, 1);
     UpdateTransform();
 }
Пример #15
0
        /// <summary>
        /// Creates a new instance of <see cref="D3D10TextureCubeImplementation"/>.
        /// </summary>
        /// <param name="renderer">The D3D10 renderer.</param>
        /// <param name="size">The size (width/height) of each cube face.</param>
        /// <param name="genMipMaps">True if a mipmap chain should be generated or not.</param>
        /// <param name="format">The surface  format.</param>
        /// <param name="depthFormat">The depth-stencil format.</param>
        /// <param name="multiSampleCount">The number of sample locations for multisampling</param>
        /// <param name="usage">Sets the render target's behavior.</param>
        internal D3D10TextureCubeImplementation(D3D10Renderer renderer, int size, bool genMipMaps, SurfaceFormat format, DepthFormat depthFormat, int multiSampleCount, RenderTargetUsage usage)
            : base(size, format, depthFormat, multiSampleCount, usage)
        {
            _renderer       = renderer;
            _graphicsDevice = _renderer.GraphicsDevice;

            if (!renderer.Adapter.QueryRenderTargetFormat(format, depthFormat, multiSampleCount))
            {
                throw new ArgumentException("Format combination not supported.");
            }

            D3D.Texture2DDescription desc2D = new D3D.Texture2DDescription();
            desc2D.ArraySize      = 6;
            desc2D.BindFlags      = D3D.BindFlags.ShaderResource | D3D.BindFlags.RenderTarget;
            desc2D.CpuAccessFlags = D3D.CpuAccessFlags.None;
            desc2D.Format         = D3D10Helper.ToD3DSurfaceFormat(format);
            desc2D.Height         = size;
            desc2D.Width          = size;
            desc2D.Usage          = D3D.ResourceUsage.Default;
            if (genMipMaps)
            {
                desc2D.OptionFlags = D3D.ResourceOptionFlags.GenerateMipMaps | D3D.ResourceOptionFlags.TextureCube;
            }
            else
            {
                desc2D.OptionFlags = D3D.ResourceOptionFlags.TextureCube;
            }
            desc2D.MipLevels = (genMipMaps) ? 0 : 1;
            if (multiSampleCount > 1)
            {
                desc2D.SampleDescription = new SlimDX.DXGI.SampleDescription(multiSampleCount, 0);
            }
            else
            {
                desc2D.SampleDescription = new DXGI.SampleDescription(1, 0);
            }

            //Create the resources
            _texture2D          = new D3D.Texture2D(_graphicsDevice, desc2D);
            _shaderResourceView = new D3D.ShaderResourceView(_graphicsDevice, _texture2D);
            _renderTargetView   = new D3D.RenderTargetView[6];

            //Add to tracker
            _renderer.Resources.AddTrackedObject(_texture2D.ComPointer, this);
            _renderer.Resources.AddTrackedObject(_shaderResourceView.ComPointer, this);

            //Setup each render target view for each face
            for (int i = 0; i < 6; i++)
            {
                D3D.RenderTargetViewDescription rtDesc = new D3D.RenderTargetViewDescription();
                rtDesc.ArraySize       = 1;
                rtDesc.FirstArraySlice = i;
                if (multiSampleCount > 1)
                {
                    rtDesc.Dimension = D3D.RenderTargetViewDimension.Texture2DMultisampledArray;
                }
                else
                {
                    rtDesc.Dimension = D3D.RenderTargetViewDimension.Texture2DArray;
                }
                rtDesc.Format        = desc2D.Format;
                _renderTargetView[i] = new D3D.RenderTargetView(_graphicsDevice, _texture2D, rtDesc);
                _graphicsDevice.ClearRenderTargetView(_renderTargetView[i], new SDX.Color4(1.0f, 0, 0, 0));
                _renderer.Resources.AddTrackedObject(_renderTargetView[i].ComPointer, this);
            }

            _mipCount = _texture2D.Description.MipLevels;

            if (depthFormat != DepthFormat.None)
            {
                D3D.Texture2DDescription dbdesc = new D3D.Texture2DDescription();
                dbdesc.ArraySize      = 6;
                dbdesc.BindFlags      = D3D.BindFlags.DepthStencil;
                dbdesc.CpuAccessFlags = D3D.CpuAccessFlags.None;
                dbdesc.Format         = D3D10Helper.ToD3DDepthFormat(depthFormat);
                dbdesc.Height         = size;
                dbdesc.Width          = size;
                dbdesc.Usage          = D3D.ResourceUsage.Default;
                dbdesc.OptionFlags    = D3D.ResourceOptionFlags.None;
                dbdesc.MipLevels      = 1;
                if (multiSampleCount > 1)
                {
                    dbdesc.SampleDescription = new SlimDX.DXGI.SampleDescription(multiSampleCount, 0);
                }
                else
                {
                    dbdesc.SampleDescription = new SlimDX.DXGI.SampleDescription(1, 0);
                }

                using (D3D.Texture2D depthBuffer = new D3D.Texture2D(_graphicsDevice, dbdesc)) {
                    _depthStencilView = new D3D.DepthStencilView(_graphicsDevice, depthBuffer);
                    if (depthFormat == Tesla.Graphics.DepthFormat.Depth24Stencil8)
                    {
                        _graphicsDevice.ClearDepthStencilView(_depthStencilView, D3D.DepthStencilClearFlags.Depth | D3D.DepthStencilClearFlags.Stencil, 1.0f, 0);
                    }
                    else
                    {
                        _graphicsDevice.ClearDepthStencilView(_depthStencilView, D3D.DepthStencilClearFlags.Depth, 1.0f, 0);
                    }
                    //Add to tracker
                    _renderer.Resources.AddTrackedObject(_depthStencilView.ComPointer, this);
                }
            }
        }
Пример #16
0
        /// <summary>
        /// Creates a new instance of <see cref="D3D10TextureCubeImplementation"/>.
        /// </summary>
        /// <param name="renderer">D3D10 renderer</param>
        /// <param name="size">The size (width/height) of each cube face.</param>
        /// <param name="genMipMaps">True if mip levels should be generated.</param>
        /// <param name="format">The surface format.</param>
        /// <param name="data">The initial data for the first mip level.</param>
        /// <exception cref="System.ArgumentException">Thrown if the data buffery array does not correspond to a valid cube map (6 faces, all the same size)</exception>
        /// <exception cref="Tesla.Core.TeslaException">Thrown if there was an error writing to the texture.</exception>
        internal D3D10TextureCubeImplementation(D3D10Renderer renderer, int size, bool genMipMaps, SurfaceFormat format, DataBuffer[] data)
            : base(size, format)
        {
            //Set the common properties
            _renderer       = renderer;
            _graphicsDevice = _renderer.GraphicsDevice;

            //Do we want to generate mip maps, and do we have the data to do so? (if not, cancel mip map generation)
            bool canGenMipmaps = (genMipMaps && (data != null));

            //Setup texture description
            D3D.Texture2DDescription descTex = new D3D.Texture2DDescription();
            descTex.ArraySize         = 6;
            descTex.Width             = size;
            descTex.Height            = size;
            descTex.Usage             = _usage = D3D.ResourceUsage.Default;
            descTex.CpuAccessFlags    = D3D.CpuAccessFlags.None;
            descTex.Format            = D3D10Helper.ToD3DSurfaceFormat(format);
            descTex.SampleDescription = new DXGI.SampleDescription(1, 0);
            descTex.MipLevels         = (genMipMaps) ? 0 : 1;

            //Set mip map generation params
            if (canGenMipmaps)
            {
                descTex.BindFlags   = D3D.BindFlags.ShaderResource | D3D.BindFlags.RenderTarget;
                descTex.OptionFlags = D3D.ResourceOptionFlags.GenerateMipMaps | D3D.ResourceOptionFlags.TextureCube;
            }
            else
            {
                descTex.BindFlags   = D3D.BindFlags.ShaderResource;
                descTex.OptionFlags = D3D.ResourceOptionFlags.TextureCube;
            }

            //Create the texture and shader view
            _texture2D          = new D3D.Texture2D(_graphicsDevice, descTex);
            _shaderResourceView = new D3D.ShaderResourceView(_graphicsDevice, _texture2D);

            //Add to tracker
            _renderer.Resources.AddTrackedObject(_texture2D.ComPointer, this);
            _renderer.Resources.AddTrackedObject(_shaderResourceView.ComPointer, this);

            //Set the final mip count
            _mipCount = _texture2D.Description.MipLevels;

            //Now set the initial data if its present
            if (data != null)
            {
                if (data.Length != 6)
                {
                    Dispose();
                    throw new ArgumentException("Initial data array must have six data buffers, one for each cube face.");
                }

                int num = data[0].Length;

                for (int i = 1; i < 6; i++)
                {
                    if (data[i].Length != num)
                    {
                        Dispose();
                        throw new ArgumentException("All data buffers must be of same length");
                    }
                }

                try {
                    for (int i = 0; i < 6; i++)
                    {
                        DataBuffer db = data[i];
                        this.SetData <byte>((CubeMapFace)i, db.ByteDataCopy, 0, null, 0, db.ElementSizeInBytes * db.Length);
                    }

                    if (genMipMaps)
                    {
                        _graphicsDevice.GenerateMips(_shaderResourceView);
                    }

                    //Dispose of the staging texture
                    if (_staging != null)
                    {
                        _staging.Dispose();
                        _staging = null;
                    }
                } catch (Exception e) {
                    Dispose();
                    throw new TeslaException("Error setting Texture data.", e);
                }
            }
        }
Пример #17
0
 void DisposeUnmanaged()
 {
     if (Resource != null) Resource.Dispose(); Resource = null;
     if (View != null) View.Dispose(); View = null;
 }
Пример #18
0
        //creation functions
        public Terrain(int q, StreamReader file)
        {
            quadSize = q;
            //loading effect
            effect = ResourceManager.mainManager.LoadEffect("Resources\\Effects\\Terrain.fx", ResourceManager.mainManager.GetDefaultEffectPool());
            technique = effect.GetTechniqueByName("Render");
            pass = technique.GetPassByIndex(0);
            //creating layout
            D3D10.InputElement[] elements = new SlimDX.Direct3D10.InputElement[1];
            elements[0] = new SlimDX.Direct3D10.InputElement("TEXCOORD", 0, SlimDX.DXGI.Format.R32G32_Float, 0, 0, D3D10.InputClassification.PerVertexData, 0);
            layout = new SlimDX.Direct3D10.InputLayout(Game.gameClass.GetDevice(), elements, pass.Description.Signature);

            //loading texture
            D3D10.ImageLoadInformation load = new SlimDX.Direct3D10.ImageLoadInformation();
            load.BindFlags = D3D10.BindFlags.ShaderResource;
            load.CpuAccessFlags = D3D10.CpuAccessFlags.None;
            load.MipLevels = 1;
            load.Usage=D3D10.ResourceUsage.Default;
            load.OptionFlags = D3D10.ResourceOptionFlags.None;
            load.FilterFlags = D3D10.FilterFlags.Point;
            load.Format = SlimDX.DXGI.Format.R8G8B8A8_UNorm;
            normalTexture = D3D10.Texture2D.FromFile(Game.gameClass.GetDevice(), Path.GetDirectoryName(Game.gameClass.GetLvLFilePath()) + "\\normals.png", load);
            Globals.mapSize = normalTexture.Description.Width;

            if (Game.gameClass.GetEngineState() != EngineState.play)
            {
                D3D10.Texture2DDescription desc = new SlimDX.Direct3D10.Texture2DDescription();
                desc.ArraySize = 1;
                desc.BindFlags = D3D10.BindFlags.None;
                desc.CpuAccessFlags = D3D10.CpuAccessFlags.Write;
                desc.Format = SlimDX.DXGI.Format.R8G8B8A8_UNorm;
                desc.Height = Globals.mapSize;
                desc.Width = Globals.mapSize;
                desc.Usage = D3D10.ResourceUsage.Staging;
                desc.MipLevels = 1;
                SlimDX.DXGI.SampleDescription sampleDescription = new SlimDX.DXGI.SampleDescription();
                sampleDescription.Count = 1;
                sampleDescription.Quality = 0;
                desc.SampleDescription = sampleDescription;
                normalTexUpdater = new SlimDX.Direct3D10.Texture2D(Game.gameClass.GetDevice(), desc);
                normalData = normalTexUpdater.Map(0, D3D10.MapMode.Write, D3D10.MapFlags.DoNotWait);
                normalTexUpdater.Unmap(0);
            }

               // LoadTextureArray(file);
            //setting up vertices and creating vertex buffer
            LoadVertexInfo();
            CreateVertexBuffer();

            //constant buffer variables
            effect.GetVariableByName("mapSize").AsScalar().Set(Globals.mapSize);
            using(D3D10.ShaderResourceView normalView=new D3D10.ShaderResourceView(Game.gameClass.GetDevice(),normalTexture))
                effect.GetVariableByName("normalMap").AsResource().SetResource(normalView);
              //  using (D3D10.ShaderResourceView texturesView = new D3D10.ShaderResourceView(Game.gameClass.GetDevice(), textures))
            //    effect.GetVariableByName("textures").AsResource().SetResource(texturesView);

            orientations=effect.GetVariableByName("orientations").AsVector();
               // effect.GetVariableByName("texCoordMul").AsScalar().Set(TextureInfo.texCoordMul);
            heightMul = effect.GetVariableByName("heightMul").AsScalar();
            heightMul.Set(Globals.heightMultiplier);

            //handles edit mode
            if (Game.gameClass.GetEngineState() != EngineState.play)
            {
                techniqueEdit = effect.GetTechniqueByName("Edit");
                passEdit = techniqueEdit.GetPassByIndex(0);
                mousePick = effect.GetVariableByName("mousePick").AsVector();
                pickOptions = effect.GetVariableByName("pickOpt").AsVector();
            }
            Globals.SetMap(map);
        }