internal void initData(v2f input, Context3D context3D, FragementShader shader)
 {
     this.input      = input;
     this.samplers   = context3D.samplers;
     this.output     = new float4(0, 0, 0, 0);
     fragementShader = shader;
     isdiscard       = false;
 }
示例#2
0
        public void drawTriangles(IndexBuffer3D indexBuffer, int firstIndex = 0, int numTriangles = -1)
        {
            if (currentVertexBuffer == null)
            {
                throw new InvalidOperationException("VertexBuffer无效");
            }

            if (current_program3D == null)
            {
                throw new InvalidOperationException("尚未设置着色器");
            }

            if (!current_program3D.Validate())
            {
                throw new InvalidOperationException("着色器校验失败");
            }


            if (numTriangles == -1)
            {
                numTriangles = (indexBuffer.data.Count - firstIndex) / 3;
            }


            if (rasters == null || rasters.Length < currentRenderTarget.renderTarget.rt_width * currentRenderTarget.renderTarget.rt_height)
            {
                rasters = new Rasterizer.Raster[currentRenderTarget.renderTarget.rt_width * currentRenderTarget.renderTarget.rt_height];
                for (int i = 0; i < rasters.Length; i++)
                {
                    rasters[i] = new Rasterizer.Raster();
                }
            }

            current_program3D.vertexShader.constants    = programConstants;
            current_program3D.fragementShader.constants = programConstants;

            v2f[] v2fs = new v2f[currentVertexBuffer.vertices.Count];
            #region 计算所有顶点
            var vs = current_program3D.vertexShader;
            for (int i = 0; i < v2fs.Length; i++)
            {
                vs.appdata = currentVertexBuffer.vertices[i];
                v2fs[i]    = vs.Execute();
            }

            #endregion

            for (int i = 0; i < numTriangles; i++)
            {
                if (firstIndex + i * 3 > indexBuffer.data.Count - 3)
                {
                    throw new ArgumentException("index数量不足");
                }

                uint idx1 = indexBuffer.data[firstIndex + i * 3];
                uint idx2 = indexBuffer.data[firstIndex + i * 3 + 1];
                uint idx3 = indexBuffer.data[firstIndex + i * 3 + 2];

                #region 顶点着色器运算
                v2f v1;
                v2f v2;
                v2f v3;

                //var vs = current_program3D.vertexShader;
                {
                    //vs.appdata = currentVertexBuffer.vertices[(int)idx1];
                    //v1=vs.Execute();
                    v1 = v2fs[(int)idx1];
                }
                {
                    //vs.appdata = currentVertexBuffer.vertices[(int)idx2];
                    //v2=vs.Execute();
                    v2 = v2fs[(int)idx2];
                }
                {
                    //vs.appdata = currentVertexBuffer.vertices[(int)idx3];
                    //v3=vs.Execute();
                    v3 = v2fs[(int)idx3];
                }

                #endregion

                #region clip and cull
                {
                    float3 xyz1 = v1.SV_POSITION.xyz / v1.SV_POSITION.w;
                    float3 xyz2 = v2.SV_POSITION.xyz / v2.SV_POSITION.w;
                    float3 xyz3 = v3.SV_POSITION.xyz / v3.SV_POSITION.w;

                    #region 视景体外裁剪
                    {
                        if ((xyz1.z > 1 || xyz1.z < 0 || xyz1.x < -1 || xyz1.x > 1 || xyz1.y < -1 || xyz1.y > 1 || double.IsNaN(xyz1.x) || double.IsNaN(xyz1.y) || double.IsNaN(xyz1.z))
                            &&
                            (xyz2.z > 1 || xyz2.z < 0 || xyz2.x < -1 || xyz2.x > 1 || xyz2.y < -1 || xyz2.y > 1 || double.IsNaN(xyz2.x) || double.IsNaN(xyz2.y) || double.IsNaN(xyz2.z))
                            &&
                            (xyz3.z > 1 || xyz3.z < 0 || xyz3.x < -1 || xyz3.x > 1 || xyz3.y < -1 || xyz3.y > 1 || double.IsNaN(xyz3.x) || double.IsNaN(xyz3.y) || double.IsNaN(xyz3.z))
                            )
                        {
                            continue;
                        }
                    }
                    #endregion

                    //背面剔除
                    {
                        float area = Rasterizer.TriangleDoubleArea(xyz1.xy, xyz2.xy, xyz3.xy);

                        switch (_culling)
                        {
                        case Context3DTriangleFace.BACK:
                            if (area < 0)
                            {
                                continue;
                            }
                            break;

                        case Context3DTriangleFace.FRONT:
                            if (area > 0)
                            {
                                continue;
                            }
                            break;

                        case Context3DTriangleFace.FRONT_AND_BACK:
                            continue;

                        case Context3DTriangleFace.NONE:
                            break;

                        default:
                            continue;
                        }
                    }
                }
                #endregion

                int totalraises;
                Rasterizer.Triangle(currentRenderTarget.renderTarget,
                                    v1, v2, v3
                                    , rasters
                                    , out totalraises
                                    );

                var pixels = currentRenderTarget.renderTarget.getRealPixels();

                for (int j = 0; j < totalraises; j++)
                {
                    var r = rasters[j];
                    if (r.vsout.SV_POSITION.z < -1.192092896e-07F || r.vsout.SV_POSITION.z > r.vsout.SV_POSITION.w || double.IsNaN(r.vsout.SV_POSITION.z))
                    {
                        //在远近裁剪面外,去掉
                        continue;
                    }
                    r.isclippass = true;
                }

                var zBuffer             = currentRenderTarget.zBuffer;
                var currentRenderBuffer = currentRenderTarget.renderTarget;

                for (int j = 0; j < totalraises; j += 4)
                {
                    var r0 = rasters[j];
                    var r1 = rasters[j + 1];
                    var r2 = rasters[j + 2];
                    var r3 = rasters[j + 3];

                    quadFragementUnit.setQuadUnit(this, current_program3D.fragementShader, r0.vsout, r1.vsout, r2.vsout, r3.vsout);

                    for (int k = 0; k < 4; k++)
                    {
                        var r = rasters[j + k];
                        if (r.isclippass && r.rasterize)
                        {
                            var unit = quadFragementUnit[k];

                            debugger.FrameDebugData debugData = null;
                            if (DebugBuffer != null && current_program3D.fragementShader.HasDebug)
                            {
                                debugData           = DebugBuffer.buffer[r.x][r.y];
                                debugData.inputdata = unit.input;
                                debugData.i         = r.x;
                                debugData.j         = r.y;
                                debugData.Ready();
                            }

                            float4 oc = pixels[r.x][r.y];
                            current_program3D.fragementShader.Run(unit, debugData);
                            float4 color = unit.output; color.a = Mathf.clamp01(color.a);

                            if (unit.isdiscard)
                            {
                                continue;
                            }

                            #region 深度检测处理
                            {
                                //float depth = r.vsout.SV_POSITION.z / r.vsout.SV_POSITION.w;
                                ushort depth = zBuffer.Convert(r.vsout.SV_POSITION.z / r.vsout.SV_POSITION.w);

                                //读出zBuffer
                                //var buffer = zBuffer.buffer;
                                var di = (int)(r.x * 1.0f * zBuffer.width / currentRenderBuffer.rt_width);
                                var dj = (int)(r.y * 1.0f * zBuffer.height / currentRenderBuffer.rt_height);
                                //float depth_buffer = buffer[di][dj];
                                ushort depth_buffer = zBuffer[di, dj];
                                #region 深度检测
                                switch (_depthtest_passCompareMode)
                                {
                                case Context3DCompareMode.ALWAYS:
                                    break;

                                case Context3DCompareMode.EQUAL:
                                    if (!(depth == depth_buffer))
                                    {
                                        continue;
                                    }
                                    break;

                                case Context3DCompareMode.GREATER:
                                    if (!(depth > depth_buffer))
                                    {
                                        continue;
                                    }
                                    break;

                                case Context3DCompareMode.GREATER_EQUAL:
                                    if (!(depth >= depth_buffer))
                                    {
                                        continue;
                                    }
                                    break;

                                case Context3DCompareMode.LESS:
                                    if (!(depth < depth_buffer))
                                    {
                                        continue;
                                    }
                                    break;

                                case Context3DCompareMode.LESS_EQUAL:
                                    if (!(depth <= depth_buffer))
                                    {
                                        continue;
                                    }
                                    break;

                                case Context3DCompareMode.NEVER:
                                    //永远测试不通过
                                    continue;

                                case Context3DCompareMode.NOT_EQUAL:
                                    if (!(depth != depth_buffer))
                                    {
                                        continue;
                                    }
                                    break;

                                default:
                                    continue;
                                }
                                #endregion

                                //深度测试通过

                                if (_depthtest_depthMask)                                 //需要写深度
                                {
                                    //buffer[di][dj] = depth;
                                    zBuffer.WriteDepth(di, dj, depth);
                                }
                            }
                            #endregion


                            //***Blend***
                            float4 final = oc * (1 - color.a) + color * color.a;
                            pixels[r.x][r.y] = final;
                        }
                    }
                }


                #region 线框

                //var linepos1 = v1.SV_POSITION / v1.SV_POSITION.w;
                //var linepos2 = v2.SV_POSITION / v2.SV_POSITION.w;
                //var linepos3 = v3.SV_POSITION / v3.SV_POSITION.w;

                //Rasterizer.Line(currentRenderBuffer,
                //    linepos1.xy, linepos2.xy, new float4(0, 0, 0, 1));

                //Rasterizer.Line(currentRenderBuffer,
                //    linepos2.xy, linepos3.xy, new float4(0, 0, 0, 1));

                //Rasterizer.Line(currentRenderBuffer,
                //    linepos3.xy, linepos1.xy, new float4(0, 0, 0, 1));

                #endregion

                #region 显示经着色器计算后的法线和切线
                {
                    //DrawDirLine(currentRenderBuffer, 0.2f, v1.worldPos, v1.worldNormal, new float4(0, 0, 1, 1));
                    //DrawDirLine(currentRenderBuffer, 0.2f, v1.worldPos, v1.worldTangent, new float4(1, 1, 0, 1));
                }

                #endregion
            }
        }
示例#3
0
        private static void interpolation(ref v2f v2f, ref v2f p1, ref v2f p2, ref v2f p3, float a, float b, float c)
        {
            v2f.SV_POSITION = (p1.SV_POSITION * a / p1.SV_POSITION.w +
                               p2.SV_POSITION * b / p2.SV_POSITION.w +
                               p3.SV_POSITION * c / p3.SV_POSITION.w)
                              /
                              (
                a / p1.SV_POSITION.w + b / p2.SV_POSITION.w + c / p3.SV_POSITION.w
                              )
            ;

            v2f.objPos = (p1.objPos * a / p1.SV_POSITION.w +
                          p2.objPos * b / p2.SV_POSITION.w +
                          p3.objPos * c / p3.SV_POSITION.w)
                         /
                         (
                a / p1.SV_POSITION.w + b / p2.SV_POSITION.w + c / p3.SV_POSITION.w
                         )
            ;

            v2f.worldPos = (p1.worldPos * a / p1.SV_POSITION.w +
                            p2.worldPos * b / p2.SV_POSITION.w +
                            p3.worldPos * c / p3.SV_POSITION.w)
                           /
                           (
                a / p1.SV_POSITION.w + b / p2.SV_POSITION.w + c / p3.SV_POSITION.w
                           )
            ;

            v2f.color = (p1.color * a / p1.SV_POSITION.w +
                         p2.color * b / p2.SV_POSITION.w +
                         p3.color * c / p3.SV_POSITION.w)
                        /
                        (
                a / p1.SV_POSITION.w + b / p2.SV_POSITION.w + c / p3.SV_POSITION.w
                        )
            ;

            v2f.uv = (p1.uv * a / p1.SV_POSITION.w +
                      p2.uv * b / p2.SV_POSITION.w +
                      p3.uv * c / p3.SV_POSITION.w)
                     /
                     (
                a / p1.SV_POSITION.w + b / p2.SV_POSITION.w + c / p3.SV_POSITION.w
                     )
            ;

            v2f.worldNormal = (p1.worldNormal * a / p1.SV_POSITION.w +
                               p2.worldNormal * b / p2.SV_POSITION.w +
                               p3.worldNormal * c / p3.SV_POSITION.w)
                              /
                              (
                a / p1.SV_POSITION.w + b / p2.SV_POSITION.w + c / p3.SV_POSITION.w
                              )
            ;

            v2f.objNormal = (p1.objNormal * a / p1.SV_POSITION.w +
                             p2.objNormal * b / p2.SV_POSITION.w +
                             p3.objNormal * c / p3.SV_POSITION.w)
                            /
                            (
                a / p1.SV_POSITION.w + b / p2.SV_POSITION.w + c / p3.SV_POSITION.w
                            )
            ;



            v2f.worldTangent = (p1.worldTangent * a / p1.SV_POSITION.w +
                                p2.worldTangent * b / p2.SV_POSITION.w +
                                p3.worldTangent * c / p3.SV_POSITION.w)
                               /
                               (
                a / p1.SV_POSITION.w + b / p2.SV_POSITION.w + c / p3.SV_POSITION.w
                               )
            ;


            v2f.tSpace0 = (p1.tSpace0 * a / p1.SV_POSITION.w +
                           p2.tSpace0 * b / p2.SV_POSITION.w +
                           p3.tSpace0 * c / p3.SV_POSITION.w)
                          /
                          (
                a / p1.SV_POSITION.w + b / p2.SV_POSITION.w + c / p3.SV_POSITION.w
                          )
            ;
            v2f.tSpace1 = (p1.tSpace1 * a / p1.SV_POSITION.w +
                           p2.tSpace1 * b / p2.SV_POSITION.w +
                           p3.tSpace1 * c / p3.SV_POSITION.w)
                          /
                          (
                a / p1.SV_POSITION.w + b / p2.SV_POSITION.w + c / p3.SV_POSITION.w
                          )
            ;
            v2f.tSpace2 = (p1.tSpace2 * a / p1.SV_POSITION.w +
                           p2.tSpace2 * b / p2.SV_POSITION.w +
                           p3.tSpace2 * c / p3.SV_POSITION.w)
                          /
                          (
                a / p1.SV_POSITION.w + b / p2.SV_POSITION.w + c / p3.SV_POSITION.w
                          )
            ;
        }
示例#4
0
        public static void Triangle(IRenderTarget renderBuffer, v2f p1, v2f p2, v2f p3, Raster[] rasters, out int totalrasters)
        {
            /*
             * D3D将点按z字形分成两个三角形做光栅化,而三角形的光栅化遵守TOP-LEFT规则:
             * 在屏幕上,若某条边位于三角形的左侧,则这条边称为LEFT边;若某条边是平行边,且位于三角形的上侧,则这条边称为TOP边。简单地讲,LEFT边是“左侧的边”,TOP边是“上面的平行边”。
             * D3D规定:
             * (1)如果一个像素中心刚好落在三角形的一条边上,则仅当这条边为TOP或LEFT边时才画该像素;
             * (2)如果一个像素中心刚好落在三角形两条边的交点,则仅当两条边分别为TOP和LEFT边时才画该像素。
             * TOP-LEFT规则保证了当两个三角形有重合边时,像素不会被重复渲染。对于拆分成两个三角形的点,则保证了一个顶点只覆盖一个像素。
             */
            totalrasters = 0;

            float2 pos1 = toRenderTargetPos(renderBuffer, p1.SV_POSITION.xy / p1.SV_POSITION.w);
            float2 pos2 = toRenderTargetPos(renderBuffer, p2.SV_POSITION.xy / p2.SV_POSITION.w);
            float2 pos3 = toRenderTargetPos(renderBuffer, p3.SV_POSITION.xy / p3.SV_POSITION.w);

            float area = TriangleDoubleArea(pos1, pos2, pos3);

            if (area == 0)
            {
                return;
            }


            //****确定矩形区域****
            int top    = (int)Math.Floor(Mathf.min(Mathf.min(pos1.y, pos2.y), pos3.y));
            int bottom = (int)Math.Ceiling(Mathf.max(Mathf.max(pos1.y, pos2.y), pos3.y));
            int left   = (int)Math.Floor(Mathf.min(Mathf.min(pos1.x, pos2.x), pos3.x));
            int right  = (int)Math.Ceiling(Mathf.max(Mathf.max(pos1.x, pos2.x), pos3.x));

            TriangleEdge edge1 = new TriangleEdge()
            {
                rtpos1 = pos1, rtpos2 = pos2, anotherrtpos = pos3
            };
            TriangleEdge edge2 = new TriangleEdge()
            {
                rtpos1 = pos2, rtpos2 = pos3, anotherrtpos = pos1
            };
            TriangleEdge edge3 = new TriangleEdge()
            {
                rtpos1 = pos3, rtpos2 = pos1, anotherrtpos = pos2
            };

            //如果用定义判断,需要处理顶边和左边,这里不用定义判断,所以不需要执行了
            //edge1.checkedgeattribue();
            //edge2.checkedgeattribue();
            //edge3.checkedgeattribue();


            if (left < 0)
            {
                left = 0;
            }
            if (top < 0)
            {
                top = 0;
            }

            //***将矩形区域扩展成2的倍数
            if (left % 2 == 1)
            {
                left--;
            }
            if (right % 2 == 1)
            {
                right++;
            }
            if (top % 2 == 1)
            {
                top--;
            }
            if (bottom % 2 == 1)
            {
                bottom++;
            }



            for (int i = left; i < right; i += 2)
            {
                if (i < 0 || i >= renderBuffer.rt_width)
                {
                    continue;
                }

                for (int j = top; j < bottom; j += 2)
                {
                    if (j < 0 || j >= renderBuffer.rt_height)
                    {
                        continue;
                    }

                    float2 pixelpositon = new float2(i + 0.5f, j + 0.5f);

                    //***检测相邻的四个像素。片段着色器阶段四个相邻像素Z形执行

                    float[] A      = new float[4];
                    float[] B      = new float[4];
                    float[] C      = new float[4];
                    bool[]  r_pass = new bool[4];

                    r_pass[0] = need_rasterize(edge1, edge2, edge3, new float2(pixelpositon.x, pixelpositon.y), area, out A[0], out B[0], out C[0]);
                    r_pass[1] = need_rasterize(edge1, edge2, edge3, new float2(pixelpositon.x + 1, pixelpositon.y), area, out A[1], out B[1], out C[1]);
                    r_pass[2] = need_rasterize(edge1, edge2, edge3, new float2(pixelpositon.x, pixelpositon.y + 1), area, out A[2], out B[2], out C[2]);
                    r_pass[3] = need_rasterize(edge1, edge2, edge3, new float2(pixelpositon.x + 1, pixelpositon.y + 1), area, out A[3], out B[3], out C[3]);

                    if (!(r_pass[0] || r_pass[1] || r_pass[2] || r_pass[3]))
                    {
                        continue;
                    }

                    for (int jj = 0; jj < 2; jj++)
                    {
                        for (int ii = 0; ii < 2; ii++)
                        {
                            int idx = jj * 2 + ii;

                            //重心坐标系
                            float a = A[idx] / area;
                            float b = B[idx] / area;
                            float c = C[idx] / area;

                            //返回光栅化结果

                            var r = rasters[totalrasters];
                            r.isclippass = false;
                            r.rasterize  = r_pass[idx];
                            r.x          = i + ii;
                            r.y          = j + jj;

                            v2f v2f = new v2f();
                            interpolation(ref v2f, ref p1, ref p2, ref p3, a, b, c);

                            r.vsout = v2f;

                            totalrasters++;
                        }
                    }
                }
            }
        }
        public void setQuadUnit(Context3D context3D, FragementShader fragementShader, v2f i0, v2f i1, v2f i2, v2f i3)
        {
            unit0.initData(i0, context3D, fragementShader);
            unit1.initData(i1, context3D, fragementShader);
            unit2.initData(i2, context3D, fragementShader);
            unit3.initData(i3, context3D, fragementShader);

            unit0.dpdx_v1 = unit0;
            unit0.dpdx_v2 = unit1;
            unit0.dpdy_v1 = unit0;
            unit0.dpdy_v2 = unit2;

            unit1.dpdx_v1 = unit0;
            unit1.dpdx_v2 = unit1;
            unit1.dpdy_v1 = unit1;
            unit1.dpdy_v2 = unit3;

            unit2.dpdx_v1 = unit2;
            unit2.dpdx_v2 = unit3;
            unit2.dpdy_v1 = unit0;
            unit2.dpdy_v2 = unit2;

            unit3.dpdx_v1 = unit2;
            unit3.dpdx_v2 = unit3;
            unit3.dpdy_v1 = unit1;
            unit3.dpdy_v2 = unit3;
        }
 protected abstract float4 Execute(v2f IN);