public void Update(IPluginIO pin, DX11RenderContext context) { if (this.FInvalidate || this.FEmpty) { for (int i = 0; i < this.scenes.Count; i++) { if (scenes[i] != null) { AssimpScene scene = scenes[i]; for (int j = 0; j < scene.MeshCount; j++) { AssimpMesh assimpmesh = scene.Meshes[j]; List<int> inds = assimpmesh.Indices; if (inds.Count > 0 && assimpmesh.VerticesCount > 0) { var indexstream = new DataStream(inds.Count * 4, true, true); indexstream.WriteRange(inds.ToArray()); indexstream.Position = 0; DX11IndexOnlyGeometry geom = new DX11IndexOnlyGeometry(context); geom.IndexBuffer = new DX11IndexBuffer(context, indexstream, false, true); geom.InputLayout = assimpmesh.GetInputElements().ToArray(); geom.Topology = PrimitiveTopology.TriangleList; geom.HasBoundingBox = true; geom.BoundingBox = assimpmesh.BoundingBox; DX11DynamicStructuredBuffer<Vector3> p = new DX11DynamicStructuredBuffer<Vector3>(context, assimpmesh.PositionPointer, assimpmesh.VerticesCount); DX11DynamicStructuredBuffer<Vector3> n = new DX11DynamicStructuredBuffer<Vector3>(context, assimpmesh.NormalsPointer, assimpmesh.VerticesCount); if (assimpmesh.UvChannelCount > 0) { DX11DynamicStructuredBuffer<Vector3> u = new DX11DynamicStructuredBuffer<Vector3>(context, assimpmesh.GetUvPointer(0), assimpmesh.VerticesCount); this.FOutUvs[i][j][context] = u; } DX11RawBuffer rb = new DX11RawBuffer(context, geom.IndexBuffer.Buffer); this.FOutPosition[i][j][context] = p; this.FOutNormals[i][j][context] = n; this.FOutGeom[i][j][context] = geom; this.FOutIndices[i][j][context] = rb; } } } } this.FInvalidate = false; this.FEmpty = false; } }
public void Update(IPluginIO pin, DX11RenderContext context) { if (this.ibo == null) { uint[] faceIndices = faceModel.TriangleIndices.ToArray(); fixed (uint* uPtr = &faceIndices[0]) { DataStream ds = new DataStream(new IntPtr(uPtr), faceIndices.Length * 4, true, true); this.ibo = new DX11IndexBuffer(context, ds, false, false); } this.FOutGeom[0][context] = new DX11IndexOnlyGeometry(context); this.FOutGeom[0][context].IndexBuffer = this.ibo; } if (this.faceVertexBuffer == null) { this.faceVertexBuffer = new DX11DynamicStructuredBuffer<Vector3>(context, (int)FaceModel.VertexCount); this.FOutFaceVertices[0][context] = this.faceVertexBuffer; this.faceUVBuffer = new DX11DynamicStructuredBuffer<Vector2>(context, (int)FaceModel.VertexCount); this.FOutFaceUV[0][context] = this.faceUVBuffer; } if (this.FInvalidate) { fixed (CameraSpacePoint* cPtr = &this.cameraPoints[0]) { this.faceVertexBuffer.WriteData(new IntPtr(cPtr)); } fixed (ColorSpacePoint* cPtr = &this.colorPoints[0]) { this.faceUVBuffer.WriteData(new IntPtr(cPtr)); } this.FInvalidate = false; } }
private void BindBuffers(DX11RenderContext context) { if (this.worldbuffer != null) { if (this.worldbuffer.ElementCount != this.FInWorld.SliceCount) { this.worldbuffer.Dispose(); this.worldbuffer = null; } } if (this.colorbuffer != null) { if (this.colorbuffer.ElementCount != this.FInColor.SliceCount) { this.colorbuffer.Dispose(); this.colorbuffer = null; } } if (this.FInTexture.PluginIO.IsConnected) { if (this.uvbuffer != null) { if (this.uvbuffer.ElementCount != this.FInTexTransform.SliceCount) { this.uvbuffer.Dispose(); this.uvbuffer = null; } } if (this.uvbuffer == null) { this.uvbuffer = new DX11DynamicStructuredBuffer<Matrix>(context, this.FInTexTransform.SliceCount); } quadshader.SetBySemantic("TEXTUREMATRIXCOUNT", this.uvbuffer.ElementCount); quadshader.SetBySemantic("TEXTUREMATRIXBUFFER", this.uvbuffer.SRV); this.uvbuffer.WriteData(this.FInTexTransform.ToArray()); } if (this.worldbuffer == null) { this.worldbuffer = new DX11DynamicStructuredBuffer<Matrix>(context, this.FInWorld.SliceCount); } if (this.colorbuffer == null) { this.colorbuffer = new DX11DynamicStructuredBuffer<Color4>(context, this.FInColor.SliceCount); } this.worldbuffer.WriteData(this.FInWorld.ToArray()); this.colorbuffer.WriteData(this.FInColor.ToArray()); quadshader.SetBySemantic("WORLDBUFFER", this.worldbuffer.SRV); quadshader.SetBySemantic("COLORBUFFER", this.colorbuffer.SRV); quadshader.SetBySemantic("WORLDCOUNT", this.worldbuffer.ElementCount); quadshader.SetBySemantic("COLORCOUNT", this.colorbuffer.ElementCount); }
public void Update(IPluginIO pin, DX11RenderContext context) { if (!this.FTextureOutput[0].Contains(context)) { this.FTextureOutput[0][context] = new DX11DynamicTexture2D(context, this.width, this.height, SlimDX.DXGI.Format.R8G8B8A8_UNorm); this.FPCOut[0][context] = new DX11DynamicStructuredBuffer<float>(context, 640 * 480 * 6); } if (this.FInvalidate) { fixed (int* f = &this.pic[0]) { IntPtr ptr = new IntPtr(f); this.FTextureOutput[0][context].WriteData(ptr, this.width * this.height * 4); } /*fixed (float* f = &this.piccloud[0]) {* IntPtr ptr = new IntPtr(f);*/ DX11DynamicStructuredBuffer<float> db = (DX11DynamicStructuredBuffer<float>)this.FPCOut[0][context]; db.WriteData(this.piccloud); //} this.FInvalidate = false; } if (this.FInVoxels[0]) { if (this.FOutVoxels[0].Contains(context)) { this.FOutVoxels[0].Dispose(context); } short[] data = new short[this.VoxelResolutionX * this.VoxelResolutionY * this.VoxelResolutionZ]; this.colorVolume.ExportVolumeBlock(0, 0, 0, this.VoxelResolutionX, this.VoxelResolutionY, this.VoxelResolutionZ, 1, data); DX11DynamicStructuredBuffer<int> b = new DX11DynamicStructuredBuffer<int>(context, this.VoxelResolutionX * this.VoxelResolutionY * this.VoxelResolutionZ); int[] idata = new int[this.VoxelResolutionX * this.VoxelResolutionY * this.VoxelResolutionZ]; for (int i = 0; i < this.VoxelResolutionX * this.VoxelResolutionY * this.VoxelResolutionZ; i++) { idata[i] = data[i]; } b.WriteData(idata); this.FOutVoxels[0][context] = b; } if (this.FInExport[0]) { if (this.FGeomOut[0].Contains(context)) { this.FGeomOut[0].Dispose(context); } if (this.colorVolume != null) { ColorMesh m = this.colorVolume.CalculateMesh(this.FInGeomVoxelStep[0]); DX11IndexedGeometry geom = new DX11IndexedGeometry(context); ReadOnlyCollection<int> inds = m.GetTriangleIndexes(); DataStream ds = new DataStream(inds.Count*4,true,true); ds.WriteRange<int>(inds.ToArray()); ds.Position = 0; DX11IndexBuffer ibo = new DX11IndexBuffer(context, ds, false, true); ReadOnlyCollection<Microsoft.Kinect.Toolkit.Fusion.Vector3> pos = m.GetVertices(); ReadOnlyCollection<Microsoft.Kinect.Toolkit.Fusion.Vector3> norm = m.GetNormals(); ReadOnlyCollection<int> col = m.GetColors(); DataStream dsv = new DataStream(Pos3Norm3Vertex.VertexSize * pos.Count,true,true); SlimDX.Vector3 bmin = new SlimDX.Vector3(float.MaxValue, float.MaxValue, float.MaxValue); SlimDX.Vector3 bmax = new SlimDX.Vector3(float.MinValue, float.MinValue, float.MinValue); for (int i = 0; i < pos.Count; i++) { Microsoft.Kinect.Toolkit.Fusion.Vector3 p = pos[i]; Microsoft.Kinect.Toolkit.Fusion.Vector3 n = norm[i]; dsv.Write<Microsoft.Kinect.Toolkit.Fusion.Vector3>(p); dsv.Write<Microsoft.Kinect.Toolkit.Fusion.Vector3>(n); dsv.Write<int>(col[i]); if (p.X < bmin.X) { bmin.X = p.X; } if (p.Y < bmin.Y) { bmin.Y = p.Y; } if (p.Z < bmin.Z) { bmin.Z = p.Z; } if (p.X > bmax.X) { bmax.X = p.X; } if (p.Y > bmax.Y) { bmax.Y = p.Y; } if (p.Z > bmax.Z) { bmax.Z = p.Z; } } geom.IndexBuffer = ibo; geom.HasBoundingBox = true; geom.InputLayout = FusionColoredVertex.Layout; geom.Topology = SlimDX.Direct3D11.PrimitiveTopology.TriangleList; geom.VertexSize = FusionColoredVertex.VertexSize; geom.VertexBuffer = BufferHelper.CreateVertexBuffer(context, dsv, false, true); geom.VerticesCount = pos.Count; geom.BoundingBox = new BoundingBox(bmin, bmax); this.FGeomOut[0][context] = geom; m.Dispose(); } } }