public GeometryShaderBox(AssetDatabase ad, RenderContext rc, Camera camera, string geometryShaderName = "cube-geometry")
        {
            _geometryShaderName = geometryShaderName;
            InitializeContextObjects(ad, rc);
            Matrix4x4 m = Matrix4x4.CreateTranslation(Position);

            _worldMatrixBuffer.SetData(ref m, 64);
            _camera = camera;
        }
示例#2
0
        /// <summary>
        /// Renders fog look-up table
        /// </summary>
        public void RenderFogTable()
        {
            var sunPos   = GetSunDirection();
            var sunColor = GetSunLightColor();

            var rotation   = Matrix.Identity;
            var projection = MathUtil.ComputeCubemapProjectionMatrixLH(0.125f, 10.0f);
            var cubeWVPS   = MathUtil.ComputeCubemapViewMatriciesLH(Vector3.Zero, rotation, projection);

            var flags = SkyFlags.FOG;

            ApplyColorSpace(ref flags);

            rs.PipelineState = factory[(int)flags];
//			rs.DepthStencilState = DepthStencilState.None ;

            skyConstsData.SunPosition  = sunPos;
            skyConstsData.SunColor     = sunColor;
            skyConstsData.Turbidity    = Params.SkyTurbidity;
            skyConstsData.Temperature  = Temperature.Get(Params.SunTemperature);
            skyConstsData.SkyIntensity = Params.SkyIntensity;

            for (int i = 0; i < 6; ++i)
            {
                rs.SetTargets(null, SkyCube.GetSurface(0, (CubeFace)i));

                SkyCube.SetViewport();

                skyConstsData.MatrixWVP = cubeWVPS[i];

                skyConstsCB.SetData(skyConstsData);
                rs.VertexShaderConstants[0] = skyConstsCB;
                rs.PixelShaderConstants[0]  = skyConstsCB;


                for (int j = 0; j < skySphere.Meshes.Count; j++)
                {
                    var mesh = skySphere.Meshes[j];

                    rs.SetupVertexInput(vertexBuffers[j], indexBuffers[j]);
                    rs.DrawIndexed(mesh.IndexCount, 0, 0);
                }
            }

            rs.ResetStates();

            SkyCube.BuildMipmaps();
        }
示例#3
0
        public static void Main(string[] args)
        {
            WindowCreateInfo windowCI = new WindowCreateInfo()
            {
                X           = 100, Y = 100,
                WindowWidth = 960, WindowHeight = 540,
                WindowTitle = "Veldrid TinyDemo",
            };
            RenderContextCreateInfo contextCI = new RenderContextCreateInfo();

            VeldridStartup.CreateWindowAndRenderContext(ref windowCI, ref contextCI, out var window, out RenderContext rc);

            VertexBuffer vb = rc.ResourceFactory.CreateVertexBuffer(Cube.Vertices, new VertexDescriptor(VertexPositionColor.SizeInBytes, 2), false);
            IndexBuffer  ib = rc.ResourceFactory.CreateIndexBuffer(Cube.Indices, false);

            string folder    = rc.BackendType == GraphicsBackend.Direct3D11 ? "HLSL" : "GLSL";
            string extension = rc.BackendType == GraphicsBackend.Direct3D11 ? "hlsl" : "glsl";

            VertexInputLayout inputLayout = rc.ResourceFactory.CreateInputLayout(new VertexInputDescription[]
            {
                new VertexInputDescription(
                    new VertexInputElement("Position", VertexSemanticType.Position, VertexElementFormat.Float3),
                    new VertexInputElement("Color", VertexSemanticType.Color, VertexElementFormat.Float4))
            });

            string vsPath = Path.Combine(AppContext.BaseDirectory, folder, $"vertex.{extension}");
            string fsPath = Path.Combine(AppContext.BaseDirectory, folder, $"fragment.{extension}");

            Shader vs = rc.ResourceFactory.CreateShader(ShaderStages.Vertex, File.ReadAllText(vsPath));
            Shader fs = rc.ResourceFactory.CreateShader(ShaderStages.Fragment, File.ReadAllText(fsPath));

            ShaderSet shaderSet = rc.ResourceFactory.CreateShaderSet(inputLayout, vs, fs);
            ShaderResourceBindingSlots bindingSlots = rc.ResourceFactory.CreateShaderResourceBindingSlots(
                shaderSet,
                new ShaderResourceDescription("ViewProjectionMatrix", ShaderConstantType.Matrix4x4));
            ConstantBuffer viewProjectionBuffer = rc.ResourceFactory.CreateConstantBuffer(ShaderConstantType.Matrix4x4);

            while (window.Exists)
            {
                InputSnapshot snapshot = window.PumpEvents();
                rc.ClearBuffer();

                rc.SetViewport(0, 0, window.Width, window.Height);
                float timeFactor = Environment.TickCount / 1000f;
                viewProjectionBuffer.SetData(
                    Matrix4x4.CreateLookAt(
                        new Vector3(2 * (float)Math.Sin(timeFactor), (float)Math.Sin(timeFactor), 2 * (float)Math.Cos(timeFactor)),
                        Vector3.Zero,
                        Vector3.UnitY)
                    * Matrix4x4.CreatePerspectiveFieldOfView(1.05f, (float)window.Width / window.Height, .5f, 10f));
                rc.SetVertexBuffer(0, vb);
                rc.IndexBuffer = ib;
                rc.ShaderSet   = shaderSet;
                rc.ShaderResourceBindingSlots = bindingSlots;
                rc.SetConstantBuffer(0, viewProjectionBuffer);
                rc.DrawIndexedPrimitives(Cube.Indices.Length);

                rc.SwapBuffers();
            }
        }
示例#4
0
        /// <summary>
        ///
        /// </summary>
        internal void Draw(GameTime gameTime, StereoEye stereoEye)
        {
            if (spriteCount == 0)
            {
                return;
            }

            if (dirty)
            {
                //	realloc buffers in necessary
                if (vertices.Count > capacity * VertexPerSprite)
                {
                    var newCapacity = MathUtil.IntDivRoundUp(vertices.Count / VertexPerSprite, 64) * 64;

                    ReallocGpuBuffers(newCapacity);
                }

                vertexBuffer.SetData(vertices.ToArray());

                framesBuffer.SetData(framesData);

                dirty = false;
            }


            rs.Device.PixelShaderConstants[1] = framesBuffer;
            rs.Device.SetupVertexInput(vertexBuffer, null);


            foreach (var group in groups)
            {
                rs.Device.PixelShaderResources[0] = group.Texture.Srv;
                rs.Device.Draw(group.SpriteCount * VertexPerSprite, group.StartSprite * VertexPerSprite);
            }
        }
示例#5
0
        /// <summary>
        ///	Updates page table using GPU
        /// </summary>
        void UpdatePageTable()
        {
            int tableSize = VTConfig.VirtualPageCount;

            using (new PixEvent("UpdatePageTable")) {
                var pages = tileCache.GetGpuPageData();

                if (pages.Any())
                {
                    PageData.SetData(pages);
                }

                for (int mip = 0; mip < VTConfig.MipCount; mip++)
                {
                    Params.SetData(new Int4(pages.Length, mip, 0, 0));

                    var device = Game.GraphicsDevice;
                    device.ResetStates();

                    device.PipelineState = factory[0];

                    device.ComputeShaderConstants[0] = Params;
                    device.ComputeShaderResources[0] = PageData;
                    device.SetCSRWTexture(0, PageTable.GetSurface(mip));

                    int targetSize  = tableSize >> mip;
                    int groupCountX = MathUtil.IntDivUp(targetSize, BlockSizeX);
                    int groupCountY = MathUtil.IntDivUp(targetSize, BlockSizeX);

                    device.Dispatch(groupCountX, groupCountY, 1);
                }
            }
        }
示例#6
0
        public void Render(RenderContext rc, string pipelineStage)
        {
            float     rotationAmount = (float)DateTime.Now.TimeOfDay.TotalMilliseconds / 1000;
            Matrix4x4 worldMat       =
                Matrix4x4.CreateScale(Scale)
                * Matrix4x4.CreateTranslation(Position);

            _worldBuffer.SetData(ref worldMat, 64);
            Matrix4x4 inverseTransposeWorld = Utilities.CalculateInverseTranspose(worldMat);

            _inverseTransposeWorldBuffer.SetData(ref inverseTransposeWorld, 64);

            rc.VertexBuffer = _vb;
            rc.IndexBuffer  = _ib;

            _material.Apply(rc);
            rc.SetConstantBuffer(0, SharedDataProviders.ProjectionMatrixBuffer);
            rc.SetConstantBuffer(1, SharedDataProviders.ViewMatrixBuffer);
            rc.SetConstantBuffer(2, SharedDataProviders.DirectionalLightBuffer);
            rc.SetConstantBuffer(3, _worldBuffer);
            rc.SetConstantBuffer(4, _inverseTransposeWorldBuffer);
            rc.SetTexture(5, _textureBinding);
            rc.SetSamplerState(6, rc.PointSampler);

            rc.DrawIndexedPrimitives(_indices.Length, 0);
        }
        public void Render(RenderContext rc, string pipelineStage)
        {
            Matrix4x4 orthoProjection = Matrix4x4.CreateOrthographicOffCenter(
                0f,
                rc.Viewport.Width,
                rc.Viewport.Height,
                0f,
                -1.0f,
                1.0f);
            Matrix4x4 proj = orthoProjection;

            _projectionMatrixBuffer.SetData(ref proj, 64);

            float     width = _imageWidth;
            Matrix4x4 world = Matrix4x4.CreateScale(width)
                              * Matrix4x4.CreateTranslation(rc.Viewport.Width - width - 20, 20, 0);

            _worldMatrixBuffer.SetData(ref world, 64);

            rc.VertexBuffer = _vertexBuffer;
            rc.IndexBuffer  = _indexBuffer;
            _material.Apply(rc);
            rc.SetConstantBuffer(0, _worldMatrixBuffer);
            rc.SetConstantBuffer(1, _projectionMatrixBuffer);
            rc.SetTexture(2, SharedTextures.GetTextureBinding("ShadowMap"));
            rc.SetDepthStencilState(_depthDisabledState);
            rc.DrawIndexedPrimitives(6, 0);
            rc.SetDepthStencilState(rc.DefaultDepthStencilState);
        }
示例#8
0
        private void InitializeContextObjects(AssetDatabase ad, RenderContext rc)
        {
            ResourceFactory factory = rc.ResourceFactory;

            _vb = factory.CreateVertexBuffer(1024, true);
            _ib = factory.CreateIndexBuffer(1024, true);

            Shader            vs          = factory.CreateShader(ShaderStages.Vertex, ShaderHelper.LoadShaderCode("wireframe-vertex", ShaderStages.Vertex, rc.ResourceFactory));
            Shader            fs          = factory.CreateShader(ShaderStages.Fragment, ShaderHelper.LoadShaderCode("wireframe-frag", ShaderStages.Fragment, rc.ResourceFactory));
            VertexInputLayout inputLayout = factory.CreateInputLayout(
                new VertexInputElement("in_position", VertexSemanticType.Position, VertexElementFormat.Float3),
                new VertexInputElement("in_color", VertexSemanticType.Color, VertexElementFormat.Byte4));
            ShaderSet shaderSet            = factory.CreateShaderSet(inputLayout, vs, fs);
            ShaderResourceBindingSlots cbs = factory.CreateShaderResourceBindingSlots(
                shaderSet,
                new ShaderResourceDescription("ProjectionMatrixBuffer", ShaderConstantType.Matrix4x4),
                new ShaderResourceDescription("ViewMatrixBuffer", ShaderConstantType.Matrix4x4),
                new ShaderResourceDescription("WorldMatrixBuffer", ShaderConstantType.Matrix4x4));

            _material = new Material(shaderSet, cbs);

            _worldBuffer = factory.CreateConstantBuffer(ShaderConstantType.Matrix4x4);
            Matrix4x4 identity = Matrix4x4.Identity;

            _worldBuffer.SetData(ref identity, 64);

            _wireframeState = factory.CreateRasterizerState(FaceCullingMode.None, TriangleFillMode.Solid, true, true);
        }
示例#9
0
        /// <summary>
        /// Applies DOF effect
        /// </summary>
        public void Render(GameTime gameTime, RenderTarget2D temp, RenderTarget2D hdrImage, ShaderResource depthBuffer, RenderWorld renderWorld)
        {
            if (!renderWorld.DofSettings.Enabled)
            {
                return;
            }

            var device = Game.GraphicsDevice;
            var filter = Game.RenderSystem.Filter;

            device.ResetStates();


            //
            //	Setup parameters :
            //
            var paramsData = new Params();

            paramsData.LinearDepthBias  = renderWorld.Camera.LinearizeDepthBias;
            paramsData.LinearDepthScale = renderWorld.Camera.LinearizeDepthScale;
            paramsData.CocBias          = renderWorld.DofSettings.CocBias;
            paramsData.CocScale         = renderWorld.DofSettings.CocScale;

            paramsCB.SetData(paramsData);
            device.PixelShaderConstants[0] = paramsCB;

            //
            //	Compute COC and write it in alpha channel :
            //
            device.SetTargets((DepthStencilSurface)null, hdrImage.Surface);

            device.PixelShaderResources[0] = depthBuffer;
            device.PipelineState           = factory[(int)(Flags.COC_TO_ALPHA)];

            device.Draw(3, 0);


            //
            //	Perform DOF :
            //
            device.SetTargets(null, temp);

            device.PixelShaderResources[0]  = hdrImage;
            device.PixelShaderSamplers[0]   = SamplerState.LinearClamp;
            device.VertexShaderResources[0] = hdrImage;
            device.VertexShaderSamplers[0]  = SamplerState.LinearClamp;

            device.PipelineState = factory[(int)(Flags.DEPTH_OF_FIELD)];

            device.Draw(3, 0);

            device.ResetStates();


            //
            //	Copy DOFed image back to source :
            //
            filter.Copy(hdrImage.Surface, temp);
        }
示例#10
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="srcDst"></param>
        /// <param name="temporary"></param>
        /// <param name="sigma"></param>
        /// <param name="kernelSize"></param>
        void GaussBlurInternal(RenderTarget2D src, RenderTarget2D dst, RenderTarget2D temporary, float sigma, float sharpness, int mipLevel, ShaderResource depthData, ShaderResource normalData)
        {
            var taps = GetGaussWeightsBuffer(sigma, mipLevel);

            SetDefaultRenderStates();

            gaussWeightsCB.SetData(taps);


            int combination = (int)ShaderFlags.GAUSS_BLUR;

            if (depthData != null && normalData != null)
            {
                combination |= (int)ShaderFlags.BILATERAL;
            }



            using (new PixEvent("GaussBlur")) {
                SetViewport(temporary.GetSurface(mipLevel));
                device.SetTargets(null, temporary.GetSurface(mipLevel));

                device.PipelineState            = factory[combination | (int)ShaderFlags.PASS1];
                device.VertexShaderResources[0] = src;
                device.PixelShaderResources[0]  = src;
                device.PixelShaderResources[1]  = depthData;
                device.PixelShaderResources[2]  = normalData;

                device.PixelShaderConstants[0] = gaussWeightsCB;

                device.PixelShaderSamplers[0] = SamplerState.LinearPointClamp;
                device.PixelShaderSamplers[1] = SamplerState.PointClamp;

                device.Draw(3, 0);



                device.VertexShaderResources[0] = null;
                device.PixelShaderResources[0]  = null;

                SetViewport(dst.GetSurface(mipLevel));
                device.SetTargets(null, dst.GetSurface(mipLevel));

                device.PipelineState            = factory[combination | (int)ShaderFlags.PASS2];
                device.VertexShaderResources[0] = temporary;
                device.PixelShaderResources[0]  = temporary;
                device.PixelShaderResources[1]  = depthData;
                device.PixelShaderResources[2]  = normalData;

                device.PixelShaderConstants[0] = gaussWeightsCB;

                device.PixelShaderSamplers[0] = SamplerState.LinearPointClamp;
                device.PixelShaderSamplers[1] = SamplerState.PointClamp;

                device.Draw(3, 0);
            }
            device.ResetStates();
        }
示例#11
0
文件: Sky.cs 项目: ttou73/IronStar
        /// <summary>
        /// Renders fog look-up table
        /// </summary>
        internal void RenderFogTable(SkySettings settings)
        {
            using (new PixEvent("Fog Table")) {
                var sunPos   = settings.SunPosition;
                var sunColor = settings.SunLightColor;

                var rotation   = Matrix.Identity;
                var projection = MathUtil.ComputeCubemapProjectionMatrixLH(0.125f, 10.0f);
                var cubeWVPS   = MathUtil.ComputeCubemapViewMatriciesLH(Vector3.Zero, rotation, projection);

                var flags = SkyFlags.FOG;

                ApplyColorSpace(ref flags, settings);

                device.PipelineState = factory[(int)flags];
                //			rs.DepthStencilState = DepthStencilState.None ;

                skyConstsData.SunPosition  = sunPos;
                skyConstsData.SunColor     = sunColor;
                skyConstsData.Turbidity    = settings.SkyTurbidity;
                skyConstsData.Temperature  = Temperature.Get(settings.SunTemperature);
                skyConstsData.SkyIntensity = settings.SkyIntensity;

                for (int i = 0; i < 6; ++i)
                {
                    device.SetTargets(null, SkyCube.GetSurface(0, (CubeFace)i));

                    SkyCube.SetViewport();

                    skyConstsData.MatrixWVP = cubeWVPS[i];

                    skyConstsCB.SetData(skyConstsData);
                    device.VertexShaderConstants[0] = skyConstsCB;
                    device.PixelShaderConstants[0]  = skyConstsCB;


                    device.SetupVertexInput(skyVB, null);
                    device.Draw(skyVB.Capacity, 0);
                }

                device.ResetStates();

                SkyCube.BuildMipmaps();
            }
        }
示例#12
0
        public void RenderBlank(Matrix view, Matrix projection, ShaderResource depthBuffer, ShaderResource wsNormals)
        {
            var device = Game.GraphicsDevice;
            var filter = Game.RenderSystem.Filter;

            filter.StretchRect(downsampledDepth.Surface, depthBuffer);
            filter.StretchRect(downsampledNormals.Surface, wsNormals);


            //
            //	Setup parameters :
            //
            var paramsData = new Params();

            paramsData.ProjMatrix  = projection;
            paramsData.View        = view;
            paramsData.ViewProj    = view * projection;
            paramsData.InvViewProj = Matrix.Invert(view * projection);
            paramsData.InvProj     = Matrix.Invert(projection);
            //paramsData.TraceStep = Config.TraceStep;
            //paramsData.DecayRate = Config.DecayRate;
            paramsData.MaxSampleRadius = MaxSamplingRadius;
            paramsData.MaxDepthJump    = MaxDepthJump;

            paramsCB.SetData(paramsData);
            sampleDirectionsCB.SetData(sampleDirectionData);

            device.PixelShaderConstants[0] = paramsCB;
            device.PixelShaderConstants[1] = sampleDirectionsCB;
            //
            //	Measure and adapt :
            //
            device.SetTargets(null, occlusionMapFull);

            device.PixelShaderResources[0] = downsampledDepth;
            device.PixelShaderResources[1] = downsampledNormals;
            device.PixelShaderResources[2] = randomDir;
            device.PixelShaderSamplers[0]  = SamplerState.LinearClamp;
            device.PipelineState           = factory[(int)Flags.BLANK];


            device.Draw(3, 0);

            device.ResetStates();
        }
示例#13
0
        /// <summary>
        /// Draws game
        /// </summary>
        /// <param name="gameTime"></param>
        /// <param name="stereoEye"></param>
        protected override void Draw(GameTime gameTime, StereoEye stereoEye)
        {
            var cam = GetService <Camera>();

            GraphicsDevice.ClearBackbuffer(new Color(50, 70, 100, 255), 1, 0);

            constData.World      = Matrix.Identity;
            constData.ViewProj   = cam.GetViewMatrix(stereoEye) * cam.GetProjectionMatrix(stereoEye);
            constData.ViewPos    = new Vector4(cam.GetCameraMatrix(stereoEye).TranslationVector, 1);
            constData.World      = Matrix.Identity;
            constData.LodDist    = new Vector4(minLOD, maxLOD, minDistance, maxDistance);
            constData.ScaleSharp = new Vector4(textureScale, blendSharpness, 0, 0);

            GraphicsDevice.PipelineState           = factory[wireframe ? (int)RenderFlags.Wireframe : 0];
            GraphicsDevice.PixelShaderSamplers[0]  = SamplerState.LinearPointWrap;
            GraphicsDevice.DomainShaderSamplers[0] = SamplerState.LinearPointWrap;

            GraphicsDevice.PixelShaderConstants[0]  = constBuffer;
            GraphicsDevice.VertexShaderConstants[0] = constBuffer;
            GraphicsDevice.HullShaderConstants[0]   = constBuffer;
            GraphicsDevice.DomainShaderConstants[0] = constBuffer;


            for (int i = 0; i < scene.Nodes.Count; i++)
            {
                int meshId = scene.Nodes[i].MeshIndex;

                if (meshId < 0)
                {
                    continue;
                }

                constData.World = worldMatricies[i];
                constBuffer.SetData(constData);

                GraphicsDevice.SetupVertexInput(vertexBuffers[meshId], indexBuffers[meshId]);

                foreach (var subset in scene.Meshes[meshId].Subsets)
                {
                    GraphicsDevice.PixelShaderResources[0] = textures[3];
                    GraphicsDevice.PixelShaderResources[1] = textures[4];
                    GraphicsDevice.PixelShaderResources[2] = textures[1];
                    GraphicsDevice.PixelShaderResources[3] = textures[2];

                    GraphicsDevice.DomainShaderResources[0] = textures[3];
                    GraphicsDevice.DomainShaderResources[1] = textures[4];
                    GraphicsDevice.DomainShaderResources[2] = textures[1];
                    GraphicsDevice.DomainShaderResources[3] = textures[2];

                    GraphicsDevice.DrawIndexed(subset.PrimitiveCount * 3, subset.StartPrimitive * 3, 0);
                }
            }


            base.Draw(gameTime, stereoEye);
        }
示例#14
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="iLevel"></param>
        /// <param name="iLevelMask"></param>
        /// <param name="iWidth"></param>
        /// <param name="iHeight"></param>
        void SetConstants(uint iLevel, uint iLevelMask, uint iWidth, uint iHeight)
        {
            Params p = new Params()
            {
                Level = iLevel, LevelMask = iLevelMask, Width = iWidth, Height = iHeight
            };

            paramsCB.SetData(p);
            device.ComputeShaderConstants[0] = paramsCB;
        }
示例#15
0
        /// <summary>
        ///
        /// </summary>
        void RenderGeneric(string passName, GameTime gameTime, Camera camera, Viewport viewport, Matrix view, Matrix projection, RenderTargetSurface colorTarget, DepthStencilSurface depthTarget, ShaderResource depthValues, Flags flags)
        {
            var device = Game.GraphicsDevice;

            using (new PixEvent(passName)) {
                device.ResetStates();

                //
                //	Setup images :
                //
                if (Images != null && !Images.IsDisposed)
                {
                    imagesCB.SetData(Images.GetNormalizedRectangles(MaxImages));
                }

                SetupGPUParameters(0, renderWorld, view, projection, flags);
                device.ComputeShaderConstants[0] = paramsCB;

                //
                //	Render
                //
                using (new PixEvent("Drawing")) {
                    //	target and viewport :
                    device.SetTargets(depthTarget, colorTarget);
                    device.SetViewport(viewport);

                    //	params CB :
                    device.ComputeShaderConstants[0]  = paramsCB;
                    device.VertexShaderConstants[0]   = paramsCB;
                    device.GeometryShaderConstants[0] = paramsCB;
                    device.PixelShaderConstants[0]    = paramsCB;

                    //	atlas CB :
                    device.VertexShaderConstants[1]   = imagesCB;
                    device.GeometryShaderConstants[1] = imagesCB;
                    device.PixelShaderConstants[1]    = imagesCB;

                    //	sampler & textures :
                    device.PixelShaderSamplers[0] = SamplerState.LinearClamp4Mips;

                    device.PixelShaderResources[0]    = Images == null? rs.WhiteTexture.Srv : Images.Texture.Srv;
                    device.PixelShaderResources[5]    = depthValues;
                    device.GeometryShaderResources[1] = simulationBuffer;
                    device.GeometryShaderResources[2] = simulationBuffer;
                    device.GeometryShaderResources[3] = sortParticlesBuffer;
                    device.GeometryShaderResources[4] = particleLighting;

                    //	setup PS :
                    device.PipelineState = factory[(int)flags];

                    //	GPU time : 0.81 ms	-> 0.91 ms
                    device.Draw(MaxSimulatedParticles, 0);
                }
            }
        }
示例#16
0
		/// <summary>
		/// Initializes Filter service
		/// </summary>
		public override void Initialize() 
		{
			paramsCB		=	new ConstantBuffer( device, typeof(SsaoParams) );
			randomDirsCB	=	new ConstantBuffer( device, typeof(Vector4), MaxSamples );

			randomDirsCB.SetData( Enumerable.Range(0,MaxSamples).Select( i => new Vector4(rand.UniformRadialDistribution(0,1), 0) ).ToArray() );


			LoadContent();
			Game.Reloading += (s,e) => LoadContent();
		}
示例#17
0
        /// <summary>
        /// Draw stuff here
        /// </summary>
        /// <param name="gameTime"></param>
        /// <param name="stereoEye"></param>
        protected override void Draw(GameTime gameTime, StereoEye stereoEye)
        {
            //	Clear back buffer :
            GraphicsDevice.ClearBackbuffer(new Color4(0, 0, 0, 1));

            //	Update constant buffer and bound it to pipeline:
            cbData.Transform = Matrix.OrthoRH(4, 3, -2, 2);
            cbData.Time      = 0.001f * (float)gameTime.Total.TotalMilliseconds;
            cb.SetData(cbData);

            GraphicsDevice.VertexShaderConstants[0] = cb;
            GraphicsDevice.PixelShaderConstants[0]  = cb;

            //	Fill vertex buffer :
            var v0 = new Vertex {
                Position = new Vector3(-1.0f, -1.0f, 0), Color = Color.Red, TexCoord = new Vector2(0, 1)
            };
            var v1 = new Vertex {
                Position = new Vector3(1.0f, 1.0f, 0), Color = Color.White, TexCoord = new Vector2(1, 0)
            };
            var v2 = new Vertex {
                Position = new Vector3(-1.0f, 1.0f, 0), Color = Color.Blue, TexCoord = new Vector2(0, 0)
            };
            var v3 = new Vertex {
                Position = new Vector3(-1.0f, -1.0f, 0), Color = Color.Red, TexCoord = new Vector2(0, 1)
            };
            var v4 = new Vertex {
                Position = new Vector3(1.0f, -1.0f, 0), Color = Color.Lime, TexCoord = new Vector2(1, 1)
            };
            var v5 = new Vertex {
                Position = new Vector3(1.0f, 1.0f, 0), Color = Color.White, TexCoord = new Vector2(1, 0)
            };                                                                                                                                    //*/

            var data = new Vertex[] { v0, v1, v2, v3, v4, v5 };

            vb.SetData(data, 0, 6);

            //	Set required ubershader :

            //	Set device states :
            GraphicsDevice.PipelineState          = factory[0];
            GraphicsDevice.PixelShaderSamplers[0] = SamplerState.LinearWrap;

            //	Setup texture :
            GraphicsDevice.PixelShaderResources[0]  = tex;
            GraphicsDevice.VertexShaderResources[1] = instDataGpu;

            //	Setup vertex data and draw :
            GraphicsDevice.SetupVertexInput(vb, null);

            GraphicsDevice.DrawInstanced(6, InstanceCount, 0, 0);

            base.Draw(gameTime, stereoEye);
        }
示例#18
0
        private static void ConstantBufferSetGeneric <T>(RenderContext rc, T value) where T : struct, IEquatable <T>
        {
            int            sizeOfT = Unsafe.SizeOf <T>();
            ConstantBuffer cb      = rc.ResourceFactory.CreateConstantBuffer(sizeOfT);

            cb.SetData(ref value, sizeOfT);
            T returnedValue = default(T);

            cb.GetData(ref returnedValue, sizeOfT);

            Assert.Equal(value, returnedValue);
        }
示例#19
0
        /// <summary>
        /// Add services :
        /// </summary>
        protected override void Initialize()
        {
            //	initialize services :
            base.Initialize();

            //	create structured buffers and shaders :
            argA     = new StructuredBuffer(GraphicsDevice, typeof(float), BufferSize, StructuredBufferFlags.None);
            argB     = new StructuredBuffer(GraphicsDevice, typeof(float), BufferSize, StructuredBufferFlags.None);
            result   = new StructuredBuffer(GraphicsDevice, typeof(Result), BufferSize, StructuredBufferFlags.None);
            paramsCB = new ConstantBuffer(GraphicsDevice, typeof(Params));
            shader   = Content.Load <Ubershader>("test");
            factory  = new StateFactory(shader, typeof(ShaderFlags), Primitive.TriangleList, VertexInputElement.Empty);

            //	write data :
            var rand = new Random();

            var a = Enumerable.Range(0, BufferSize).Select(i => rand.NextFloat(-1000, 1000)).ToArray();
            var b = Enumerable.Range(0, BufferSize).Select(i => rand.NextFloat(-1000, 1000)).ToArray();
            var r = Enumerable.Range(0, BufferSize).Select(i => new Result()).ToArray();

            argA.SetData(a);
            argB.SetData(b);

            paramsCB.SetData(new Params()
            {
                Size = BufferSize
            });

            //	bind objects :
            GraphicsDevice.SetCSRWBuffer(0, argA);
            GraphicsDevice.SetCSRWBuffer(1, argB);
            GraphicsDevice.SetCSRWBuffer(2, result);
            GraphicsDevice.ComputeShaderConstants[0] = paramsCB;

            //	set compute shader and dispatch threadblocks :
            GraphicsDevice.PipelineState = factory[0];

            GraphicsDevice.Dispatch(MathUtil.IntDivUp(BufferSize, 256));

            //	get data :
            result.GetData(r);

            Log.Message("    id :        Sum    Product   gID  gtID  dtID  gIdx");

            for (int i = 0; i < BufferSize; i++)
            {
                Log.Message("[{0,4}] : {1}", i, r[i]);
            }


            //	add keyboard handler :
            InputDevice.KeyDown += InputDevice_KeyDown;
        }
        public void SetData_GetData()
        {
            VkRenderContext rc  = TestData.CreateVulkanContext();
            ConstantBuffer  cb  = rc.ResourceFactory.CreateConstantBuffer(ShaderConstantType.Matrix4x4);
            Matrix4x4       mat = Matrix4x4.Identity;

            cb.SetData(ref mat, Unsafe.SizeOf <Matrix4x4>());

            Matrix4x4 ret = new Matrix4x4();

            cb.GetData(ref ret, Unsafe.SizeOf <Matrix4x4>());
            Assert.Equal(mat, ret);
        }
示例#21
0
        public void ConstantBufferSetRangeData()
        {
            float[] array = Enumerable.Range(0, 256).Select(i => (float)i).ToArray();

            using ConstantBuffer <float> sourceBuffer = Gpu.Default.AllocateConstantBuffer(array);

            array.AsSpan(56, 100).Clear();
            sourceBuffer.SetData(new float[100], 56, 100);

            float[] sourceResult = sourceBuffer.GetData();

            Assert.IsTrue(array.AsSpan().ContentEquals(sourceResult));
        }
示例#22
0
            private void UpdateCamera()
            {
                float timeFactor = (float)DateTime.Now.TimeOfDay.TotalMilliseconds / 1000;

                if (AutoRotateCamera)
                {
                    _cameraPosition = new Vector3(
                        (float)(Math.Cos(timeFactor) * _circleWidth),
                        6 + (float)Math.Sin(timeFactor) * 2,
                        (float)(Math.Sin(timeFactor) * _circleWidth));
                    _view.SetData(Matrix4x4.CreateLookAt(_cameraPosition, -_cameraPosition, Vector3.UnitY));
                }
            }
示例#23
0
        private void InitializeContextObjects(AssetDatabase ad, RenderContext rc)
        {
            ResourceFactory factory = rc.ResourceFactory;
            MeshData        sphere  = ad.LoadAsset <ObjFile>(new AssetID("Models/Sphere.obj")).GetFirstMesh();

            Vector3[] spherePositions = sphere.GetVertexPositions();
            _sphereGeometryVB = factory.CreateVertexBuffer(spherePositions.Length * 12, false);
            _sphereGeometryVB.SetVertexData(spherePositions, new VertexDescriptor(12, 1));
            _ib = sphere.CreateIndexBuffer(factory, out _indexCount);

            Random r     = new Random();
            int    width = InstanceRows;

            InstanceData[] instanceData = new InstanceData[width * width * width];
            for (int z = 0; z < width; z++)
            {
                for (int y = 0; y < width; y++)
                {
                    for (int x = 0; x < width; x++)
                    {
                        instanceData[z * width * width + y * width + x] = new InstanceData(
                            new Vector3(x * 10, y * 10, z * 10),
                            new RgbaFloat((float)r.NextDouble(), (float)r.NextDouble(), (float)r.NextDouble(), (float)r.NextDouble()));
                    }
                }
            }

            _instanceVB = factory.CreateVertexBuffer(instanceData.Length * InstanceData.SizeInBytes, false);
            _instanceVB.SetVertexData(instanceData, new VertexDescriptor(InstanceData.SizeInBytes, 2, 0, IntPtr.Zero));

            Shader            vs          = factory.CreateShader(ShaderStages.Vertex, ShaderHelper.LoadShaderCode("instanced-simple-vertex", ShaderStages.Vertex, rc.ResourceFactory));
            Shader            fs          = factory.CreateShader(ShaderStages.Fragment, ShaderHelper.LoadShaderCode("instanced-simple-frag", ShaderStages.Fragment, rc.ResourceFactory));
            VertexInputLayout inputLayout = factory.CreateInputLayout(
                new VertexInputDescription(VertexPosition.SizeInBytes, new VertexInputElement("in_position", VertexSemanticType.Position, VertexElementFormat.Float3)),
                new VertexInputDescription(
                    InstanceData.SizeInBytes,
                    new VertexInputElement("in_offset", VertexSemanticType.TextureCoordinate, VertexElementFormat.Float3, VertexElementInputClass.PerInstance, 1),
                    new VertexInputElement("in_color", VertexSemanticType.Color, VertexElementFormat.Float4, VertexElementInputClass.PerInstance, 1)));
            ShaderSet shaderSet = factory.CreateShaderSet(inputLayout, vs, fs);
            ShaderResourceBindingSlots constantBindings = factory.CreateShaderResourceBindingSlots(
                shaderSet,
                new ShaderResourceDescription("ProjectionMatrixBuffer", ShaderConstantType.Matrix4x4),
                new ShaderResourceDescription("ViewMatrixBuffer", ShaderConstantType.Matrix4x4),
                new ShaderResourceDescription("WorldMatrixBuffer", ShaderConstantType.Matrix4x4));

            _material    = new Material(shaderSet, constantBindings);
            _worldBuffer = factory.CreateConstantBuffer(ShaderConstantType.Matrix4x4);
            Matrix4x4 identity = Matrix4x4.Identity;

            _worldBuffer.SetData(ref identity, 64);
        }
示例#24
0
        /// <summary>
        /// This function calculates two values:
        /// 1. Energy E for every vertex				(N floats)
        /// 2. Descent vector which equals -grad(E)		(3*N floats)
        /// Values are overwritten into the same buffer
        /// </summary>
        /// <param name="device"></param>
        /// <param name="rwVertexBuffer"></param>
        /// <param name="parameters"></param>
        public void CalcDescentVector(StructuredBuffer rwVertexBuffer, ComputeParams parameters)
        {
            parameters.MaxParticles = (uint)ParticleCount;

            paramsCB.SetData(parameters);
            device.ComputeShaderConstants[0] = paramsCB;
            device.SetCSRWBuffer(0, rwVertexBuffer, (int)parameters.MaxParticles);

            device.ComputeShaderResources[2] = LinksIndexBuffer;
            device.ComputeShaderResources[3] = LinksBuffer;
            device.ComputeShaderResources[4] = SelectBuffer;
            device.PipelineState             = factory[(int)(
                                                           ComputeFlags.COMPUTE | ComputeFlags.SIMULATION |
                                                           ComputeFlags.EULER | ComputeFlags.LINKS)];

            //		device.PipelineState = factory[(int)(
            //			ComputeFlags.COMPUTE | ComputeFlags.SIMULATION |
            //			ComputeFlags.EULER)];
            device.Dispatch(MathUtil.IntDivUp((int)parameters.MaxParticles, BlockSize));
            //		device.ResetStates();

            // add localization forces:
            device.PipelineState = factory[(int)(ComputeFlags.COMPUTE | ComputeFlags.LOCAL)];
            if (categories.Count > 0)
            {
                foreach (var cat in categories)
                {
                    parameters.LocalCenter = new Vector4(cat.Center, 0);
                    parameters.LocalRadius = cat.Radius;
                    parameters.StartIndex  = cat.startIndex;
                    parameters.EndIndex    = cat.endIndex;
                    paramsCB.SetData(parameters);
                    //			device.ComputeShaderConstants[0] = paramsCB;
                    device.Dispatch(MathUtil.IntDivUp((int)(cat.endIndex - cat.startIndex), BlockSize));
                }
            }
            device.ResetStates();
        }
示例#25
0
            public override Context Prepare(GameTime gameTime, StereoEye stereoEye)
            {
                var cam = Game.GetService <Camera>();

                CopyBoneTransformsTo(boneTransforms);
                constBufferBones.SetData(boneTransforms);

                return(new Context()
                {
                    View = cam.GetViewMatrix(stereoEye),
                    Projection = cam.GetProjectionMatrix(stereoEye),
                    ViewPosition = cam.GetCameraPosition4(stereoEye)
                });
            }
示例#26
0
        /// <summary>
        ///
        /// </summary>
        void SetupGPUParameters(float stepTime, RenderWorld renderWorld, Matrix view, Matrix projection, Flags flags)
        {
            var deltaTime    = stepTime;
            var camera       = renderWorld.Camera;
            var cameraMatrix = Matrix.Invert(view);

            //	kill particles by applying very large delta.
            if (requestKill)
            {
                deltaTime   = float.MaxValue / 2;
                requestKill = false;
            }
            if (rs.FreezeParticles)
            {
                deltaTime = 0;
            }

            //	fill constant data :
            PrtParams param = new PrtParams();

            param.View            = view;
            param.Projection      = projection;
            param.MaxParticles    = 0;
            param.DeltaTime       = deltaTime;
            param.CameraForward   = new Vector4(cameraMatrix.Forward, 0);
            param.CameraRight     = new Vector4(cameraMatrix.Right, 0);
            param.CameraUp        = new Vector4(cameraMatrix.Up, 0);
            param.CameraPosition  = new Vector4(cameraMatrix.TranslationVector, 1);
            param.Gravity         = new Vector4(this.Gravity, 0);
            param.MaxParticles    = MaxSimulatedParticles;
            param.LinearizeDepthA = camera.LinearizeDepthScale;
            param.LinearizeDepthB = camera.LinearizeDepthBias;
            param.CocBias         = renderWorld.DofSettings.CocBias;
            param.CocScale        = renderWorld.DofSettings.CocScale;

            if (flags == Flags.INJECTION)
            {
                param.MaxParticles = injectionCount;
            }

            //	copy to gpu :
            paramsCB.SetData(param);

            //	set DeadListSize to prevent underflow:
            if (flags == Flags.INJECTION)
            {
                deadParticlesIndices.CopyStructureCount(paramsCB, Marshal.OffsetOf(typeof(PrtParams), "DeadListSize").ToInt32());
            }
        }
示例#27
0
            public override bool PrepareNode(Context context, Node node, Matrix worldMatrix)
            {
                constData.View       = context.View;
                constData.Projection = context.Projection;
                constData.ViewPos    = context.ViewPosition;
                constData.World      = worldMatrix;

                constBuffer.SetData(constData);

                GraphicsDevice.PipelineState            = factory[0];
                GraphicsDevice.PixelShaderSamplers[0]   = SamplerState.AnisotropicWrap;
                GraphicsDevice.VertexShaderConstants[0] = constBuffer;

                return(true);
            }
示例#28
0
        /// <summary>
        /// Performs luminance measurement, tonemapping, applies bloom.
        /// </summary>
        /// <param name="target">LDR target.</param>
        /// <param name="hdrImage">HDR source image.</param>
        public void Render(Matrix view, Matrix projection, ShaderResource depthBuffer, ShaderResource wsNormals)
        {
            var device = Game.GraphicsDevice;
            var filter = Game.GetService <Filter>();
            var ds     = Game.GetService <DebugStrings>();

            filter.StretchRect(downsampledDepth.Surface, depthBuffer);
            filter.StretchRect(downsampledNormals.Surface, wsNormals);


            //
            //	Setup parameters :
            //
            var paramsData = new Params();

            paramsData.ProjMatrix  = projection;
            paramsData.View        = view;
            paramsData.ViewProj    = view * projection;
            paramsData.InvViewProj = Matrix.Invert(view * projection);
            paramsData.TraceStep   = Config.TraceStep;
            paramsData.DecayRate   = Config.DecayRate;

            paramsCB.SetData(paramsData);
            device.PixelShaderConstants[0] = paramsCB;

            //
            //	Measure and adapt :
            //
            device.SetTargets(null, occlusionMap0);

            device.PixelShaderResources[0] = downsampledDepth;
            device.PixelShaderResources[1] = downsampledNormals;
            device.PixelShaderResources[2] = randomDir;
            device.PixelShaderSamplers[0]  = SamplerState.LinearClamp;
            device.PipelineState           = factory[(int)Flags.HBAO];


            device.Draw(3, 0);

            device.ResetStates();


            if (Config.BlurSigma != 0)
            {
                filter.GaussBlur(occlusionMap0, occlusionMap1, Config.BlurSigma, 0);
            }
        }
示例#29
0
        public void Update(double deltaSeconds)
        {
            // Poll input
            InputSnapshot snapshot = _window.PumpEvents();

            InputTracker.UpdateFrameInput(snapshot);
            float   circleWidth = 4f;
            float   timeFactor  = (float)DateTime.UtcNow.TimeOfDay.TotalMilliseconds / 1000;
            Vector3 position    = new Vector3(
                (float)(Math.Cos(timeFactor) * circleWidth),
                3 + (float)Math.Sin(timeFactor) * 2,
                (float)(Math.Sin(timeFactor) * circleWidth));
            Vector3 lookDirection = -position;

            _viewMatrix = Matrix4x4.CreateLookAt(position, position + lookDirection, Vector3.UnitY);
            _viewBuffer.SetData(_viewMatrix);
        }
示例#30
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="gameTime"></param>
        /// <param name="stereoEye"></param>
        protected override void Draw(GameTime gameTime, StereoEye stereoEye)
        {
            CBData cbData = new CBData();

            var cam = GetService <Camera>();

            GraphicsDevice.ClearBackbuffer(Color.CornflowerBlue, 1, 0);


            foreach (var e in space.Entities)
            {
                Box box = e as Box;
                if (box != null)                   // this won't create any graphics for an entity that isn't a box
                {
                    if (box.IsDynamic)             // draw only dynamic boxes
                    {
                        // fill world matrix
                        Fusion.Mathematics.Matrix matrix = new Fusion.Mathematics.Matrix(box.WorldTransform.M11, box.WorldTransform.M12, box.WorldTransform.M13, box.WorldTransform.M14,
                                                                                         box.WorldTransform.M21, box.WorldTransform.M22, box.WorldTransform.M23, box.WorldTransform.M24,
                                                                                         box.WorldTransform.M31, box.WorldTransform.M32, box.WorldTransform.M33, box.WorldTransform.M34,
                                                                                         box.WorldTransform.M41, box.WorldTransform.M42, box.WorldTransform.M43, box.WorldTransform.M44);
                        cbData.Projection = cam.GetProjectionMatrix(stereoEye);
                        cbData.View       = cam.GetViewMatrix(stereoEye);
                        cbData.World      = matrix;
                        cbData.ViewPos    = new Vector4Fusion(cam.GetCameraMatrix(stereoEye).TranslationVector, 1);
                        Color c = (Color)box.Tag;
                        cbData.Color = c.ToVector4();

                        constBuffer.SetData(cbData);

                        GraphicsDevice.PipelineState = factory[0];

                        GraphicsDevice.PixelShaderConstants[0]  = constBuffer;
                        GraphicsDevice.VertexShaderConstants[0] = constBuffer;
                        GraphicsDevice.PixelShaderSamplers[0]   = SamplerState.AnisotropicWrap;
                        GraphicsDevice.PixelShaderResources[0]  = texture;

                        // setup data and draw box
                        GraphicsDevice.SetupVertexInput(vb, ib);
                        GraphicsDevice.DrawIndexed(36, 0, 0);
                    }
                }
            }

            base.Draw(gameTime, stereoEye);
        }
示例#31
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="dst"></param>
        /// <param name="cubeSrc"></param>
        /// <param name="sampleCount"></param>
        public void PrefilterEnvMap(RenderTargetCube envMap)
        {
            SetDefaultRenderStates();

            int width  = envMap.Width / 2;
            int height = envMap.Height / 2;

            using (new PixEvent("PrefilterEnvMap")) {
                var sides = new[] { ShaderFlags.PREFILTER_ENVMAP | ShaderFlags.POSX, ShaderFlags.PREFILTER_ENVMAP | ShaderFlags.NEGX,
                                    ShaderFlags.PREFILTER_ENVMAP | ShaderFlags.POSY, ShaderFlags.PREFILTER_ENVMAP | ShaderFlags.NEGY,
                                    ShaderFlags.PREFILTER_ENVMAP | ShaderFlags.POSZ, ShaderFlags.PREFILTER_ENVMAP | ShaderFlags.NEGZ };

                //	loop through mip levels from second to last specular mip level :
                for (int mip = 1; mip < RenderSystem.EnvMapSpecularMipCount; mip++)
                {
                    float roughness = (float)mip / (float)(RenderSystem.EnvMapSpecularMipCount - 1);
                    float step      = 1.0f / width;

                    vectorCB.SetData(new Vector4(roughness, step, 0, 0));


                    for (int face = 0; face < 6; face++)
                    {
                        device.SetTargets(null, envMap.GetSurface(mip, (CubeFace)face));

                        device.SetViewport(0, 0, width, height);

                        device.PixelShaderConstants[0]  = vectorCB;
                        device.PipelineState            = factory[(int)sides[face]];
                        device.VertexShaderResources[0] = envMap.GetCubeShaderResource(mip - 1);
                        device.PixelShaderResources[0]  = envMap.GetCubeShaderResource(mip - 1);
                        device.PixelShaderSamplers[0]   = SamplerState.LinearWrap;
                        device.VertexShaderConstants[0] = matrixCB;

                        device.Draw(3, 0);
                    }

                    width  /= 2;
                    height /= 2;
                }
            }


            device.ResetStates();
        }
示例#32
0
		/// <summary>
		/// 
		/// </summary>
		/// <param name="rs"></param>
		/// <param name="maxTextures"></param>
		internal MaterialInstance ( RenderSystem rs, ContentManager content, MaterialData parameters, IEnumerable<TextureMapBind> textureBinds, SurfaceFlags surfaceFlags )
		{
			if (rs==null) {
				throw new ArgumentNullException("rs");
			}

			if (textureBinds.Count()<0 || textureBinds.Count()>MaxTextures) {
				throw new ArgumentException("textureCount", "Must be less or equal to " + MaxTextures.ToString() );
			}


			//
			//	Pipeline states :
			//
			var factory	=	rs.SceneRenderer.Factory;

			var gbufferRigid	=	SurfaceFlags.GBUFFER | SurfaceFlags.RIGID	| surfaceFlags ;
			var gbufferSkinned	=	SurfaceFlags.GBUFFER | SurfaceFlags.SKINNED | surfaceFlags ;
			var shadowRigid		=	SurfaceFlags.SHADOW  | SurfaceFlags.RIGID	| surfaceFlags ;
			var shadowSkinned	=	SurfaceFlags.SHADOW  | SurfaceFlags.SKINNED | surfaceFlags ;

			GBufferRigid	=	factory[ (int)gbufferRigid ];
			GBufferSkinned	=	factory[ (int)gbufferSkinned ];

			ShadowRigid		=	factory[ (int)shadowRigid ];
			ShadowSkinned	=	factory[ (int)shadowSkinned ];


			//
			//	Textures :
			//
			var textures = textureBinds
				.Select( texBind => texBind.TextureMap.LoadTexture( content, texBind.FallbackPath ) );

			var uvMods = new Vector4[MaxTextures];

			textureBinds
				.Select( tb => tb.TextureMap )
				.Select( tm => new Vector4( tm.ScaleU, tm.ScaleV, tm.OffsetU, tm.OffsetV ) )
				.ToArray()
				.CopyTo( uvMods, 0 );

			shaderResources		=	textures.Select( tex => tex.Srv ).ToArray();

			//
			//	Constants :
			//
			constBufferParams	=	new ConstantBuffer( rs.Device, typeof(MaterialData) );
			constBufferParams.SetData( parameters );

			constBufferUVMods	=	new ConstantBuffer( rs.Device, typeof(Vector4), MaxTextures );
			constBufferUVMods.SetData( uvMods );
		}
示例#33
0
		/// <summary>
		/// Add services :
		/// </summary>
		protected override void Initialize ()
		{
			
			//	initialize services :
			base.Initialize();

			//	create structured buffers and shaders :
			argA		=	new StructuredBuffer( GraphicsDevice, typeof(float), BufferSize  , StructuredBufferFlags.None );
			argB		=	new StructuredBuffer( GraphicsDevice, typeof(float), BufferSize  , StructuredBufferFlags.None );
			result		=	new StructuredBuffer( GraphicsDevice, typeof(Result), BufferSize , StructuredBufferFlags.None );
			paramsCB	=	new ConstantBuffer( GraphicsDevice, typeof(Params) );
			shader		=	Content.Load<Ubershader>("test");
			factory		=	new StateFactory( shader, typeof(ShaderFlags), Primitive.TriangleList, VertexInputElement.Empty );

			//	write data :
			var	rand	=	new Random();

			var	a		=	Enumerable.Range(0, BufferSize).Select( i => rand.NextFloat(-1000,1000) ).ToArray();
			var	b		=	Enumerable.Range(0, BufferSize).Select( i => rand.NextFloat(-1000,1000) ).ToArray();
			var r		=	Enumerable.Range(0, BufferSize).Select( i => new Result() ).ToArray();

			argA.SetData( a );
			argB.SetData( b );

			paramsCB.SetData( new Params(){ Size = BufferSize } );
			
			//	bind objects :
			GraphicsDevice.SetCSRWBuffer( 0, argA );
			GraphicsDevice.SetCSRWBuffer( 1, argB );
			GraphicsDevice.SetCSRWBuffer( 2, result );
			GraphicsDevice.ComputeShaderConstants[0]	= paramsCB ;
		
			//	set compute shader and dispatch threadblocks :
			GraphicsDevice.PipelineState	=	factory[0];

			GraphicsDevice.Dispatch( MathUtil.IntDivUp(BufferSize,256) );

			//	get data :
			result.GetData( r );

			Log.Message("    id :        Sum    Product   gID  gtID  dtID  gIdx");

			for (int i=0; i<BufferSize; i++) {
				Log.Message("[{0,4}] : {1}", i, r[i] );
			}
			
			
			//	add keyboard handler :
			InputDevice.KeyDown += InputDevice_KeyDown;
		}
示例#34
0
		public PointsGisLayer(Game engine, int maxPointsCount, bool isDynamic = false) : base(engine)
		{
			DotsBuffer	= new ConstantBuffer(engine.GraphicsDevice, typeof(DotsData));
			ColorBuffer = new ConstantBuffer(engine.GraphicsDevice, typeof(ColorData), 16);

			PointsCountToDraw	= maxPointsCount;
			PointsDrawOffset	= 0;

			SizeMultiplier	= 1;
			IsDynamic		= isDynamic;

			var vbOptions = isDynamic ? VertexBufferOptions.Dynamic : VertexBufferOptions.Default;

			firstBuffer		= new VertexBuffer(engine.GraphicsDevice, typeof(Gis.GeoPoint), maxPointsCount, vbOptions);
			currentBuffer	= firstBuffer;

			PointsCpu	= new Gis.GeoPoint[maxPointsCount];
			
			Flags		= (int) (PointFlags.DOTS_WORLDSPACE);

			shader	= Game.Content.Load<Ubershader>("globe.Point.hlsl");
			factory = shader.CreateFactory( typeof(PointFlags), Primitive.PointList, VertexInputElement.FromStructure<Gis.GeoPoint>(), BlendState.AlphaBlend, RasterizerState.CullCCW, DepthStencilState.None);

			ColorDatas = new ColorData[16];
			for (int i = 0; i < ColorDatas.Length; i++) {
				ColorDatas[i] = new ColorData {Color = Color.White};
			}

			ColorBuffer.SetData(ColorDatas);
		}