public override void Init(Effect effect) { _gTexture = effect.GetParameter(null, "gTexture"); SetTexture(_gTexture, _texture); base.Init(effect); }
private void InitializeHUD(Device device) { _hudVertexDeclaration = new VertexDeclaration(device, new[] { new VertexElement(0, 0, DeclarationType.Float2, DeclarationMethod.Default, DeclarationUsage.Position, 0), new VertexElement(0, 8, DeclarationType.Color, DeclarationMethod.Default, DeclarationUsage.Color, 0), VertexElement.VertexDeclarationEnd, }); var color = new ColorBGRA(0, 255, 0, 128); _reticleCrosshairVertices = new HUDLineVertex[] { new HUDLineVertex() { Position = new Vector2(-1, 0), Color = color }, new HUDLineVertex() { Position = new Vector2(1, 0), Color = color }, new HUDLineVertex() { Position = new Vector2(0, -1), Color = color }, new HUDLineVertex() { Position = new Vector2(0, 1), Color = color }, }; _hudEffect = D3DEffect.FromFile(device, @"Graphics\Effect\HudEffect.fx", ShaderFlags.None); _hudEffect.Technique = _hudEffect.GetTechnique(0); }
public PointSpriteRenderer(Device device, int size) { if (device == null) throw new ArgumentNullException("device"); _device = device; _size = size; _vertexBuffer = new VertexBuffer(_device, _size * Particle.SizeInBytes, Usage.Dynamic | Usage.Points | Usage.WriteOnly, VertexFormat.None, Pool.Default); var vertexElements = new[] { new VertexElement(0, 0, DeclarationType.Float1, DeclarationMethod.Default, DeclarationUsage.Color, 0), // Age new VertexElement(1, 0, DeclarationType.Float1, DeclarationMethod.Default, DeclarationUsage.Position, 0), // X new VertexElement(2, 0, DeclarationType.Float1, DeclarationMethod.Default, DeclarationUsage.Position, 1), // Y new VertexElement(3, 0, DeclarationType.Float1, DeclarationMethod.Default, DeclarationUsage.Color, 1), // R new VertexElement(4, 0, DeclarationType.Float1, DeclarationMethod.Default, DeclarationUsage.Color, 2), // G new VertexElement(5, 0, DeclarationType.Float1, DeclarationMethod.Default, DeclarationUsage.Color, 3), // B new VertexElement(6, 0, DeclarationType.Float1, DeclarationMethod.Default, DeclarationUsage.PointSize, 0), // Size new VertexElement(7, 0, DeclarationType.Float1, DeclarationMethod.Default, DeclarationUsage.TextureCoordinate, 0), // Rotation VertexElement.VertexDeclarationEnd }; _effect = Effect.FromString(device, Resources.PointSpriteShader, ShaderFlags.PartialPrecision); _vertexDeclaration = new VertexDeclaration(device, vertexElements); }
public EffectBlock(D3D9.Effect effect) { Effect = effect; Effect.Technique = Effect.GetTechnique(0); Effect.Begin(); Effect.BeginPass(0); }
public override void Init(Effect effect) { _gTime = effect.GetParameter(null, "gTime"); Set(_gTime, (float)_time.TotalSeconds); _gSource = effect.GetParameter(null, "gSource"); Set(_gSource, _source); base.Init(effect); }
internal ShaderPass(DeviceContext context, Shader shader, EffectHandle passHandle, int index) { Shader = shader; Effect = shader.Effect; Context = context; Index = index; PassDescription desc = shader.Effect.GetPassDescription(passHandle); Name = desc.Name; }
public MyEffectComponentVoxelVertex(Effect effect) { m_effect = effect; m_cellOffset = effect.GetParameter(null, "VoxelVertex_CellOffset"); m_cellScale = effect.GetParameter(null, "VoxelVertex_CellScale"); m_cellRelativeCamera = effect.GetParameter(null, "VoxelVertex_CellRelativeCamera"); m_bounds = effect.GetParameter(null, "VoxelVertex_Bounds"); m_morphDebug = effect.GetParameter(null, "VoxelVertex_MorphDebug"); }
public Direct3D9Effect(string name, System.IO.Stream stream) : base(name, stream) { Direct3D9Renderer renderer = (Direct3D9Renderer)RendererManager.CurrentRenderer; string errors; _effect = SharpDX.Direct3D9.Effect.FromString(renderer.Direct3D9Device, Text, null, null, null, ShaderFlags.None, null); _effect.Technique = _effect.GetTechnique(0); _parameters = new Dictionary <string, EffectHandle>(); }
public FormViewer3D() : base("TRRM - 3D Viewer") { Icon = TRRM.Properties.Resources.trrm; ClientSize = new System.Drawing.Size(1280, 720);//( 800, 600 ); AllowUserResizing = false; D3D9.Direct3D direct3D = new D3D9.Direct3D(); DX = new DX( direct3D, new D3D9.Device(direct3D, 0, D3D9.DeviceType.Hardware, Handle, D3D9.CreateFlags.HardwareVertexProcessing, new D3D9.PresentParameters(ClientSize.Width, ClientSize.Height)) ); meshes = new List <Data.Mesh>(); sprite = new D3D9.Sprite(DX.Device); basicEffect = D3D9.Effect.FromString(DX.Device, Data.Shader.Basic, D3D9.ShaderFlags.None); lightEffect = D3D9.Effect.FromString(DX.Device, Data.Shader.TexturePhong, D3D9.ShaderFlags.None); }
public MyEffectPerlinNoiseBase(Effect xnaEffect) : base(xnaEffect) { Init(); }
public MyEffectDynamicLightingBase(Effect xnaEffect) : base(xnaEffect) { Init(); }
protected MyEffectBase(string asset) { string sourceFX = asset + ".fx"; string compiledFX = asset + ".fxo"; var srcPath = Path.Combine(MyFileSystem.ContentPath, sourceFX); var comPath = Path.Combine(MyFileSystem.ContentPath, compiledFX); var srcAbsolute = srcPath; bool needRecompile = false; if (File.Exists(comPath)) { if (File.Exists(srcPath) && !MyRenderProxy.IS_OFFICIAL) { var compiledTime = File.GetLastWriteTime(comPath); var sourceTime = File.GetLastWriteTime(srcAbsolute); m_includeProcessor.Reset(Path.GetDirectoryName(srcAbsolute)); ShaderBytecode.PreprocessFromFile(srcAbsolute, null, m_includeProcessor); sourceTime = m_includeProcessor.MostUpdateDateTime > sourceTime ? m_includeProcessor.MostUpdateDateTime : sourceTime; if (sourceTime > compiledTime) needRecompile = true; } } else { if (File.Exists(srcPath)) needRecompile = true; else { throw new FileNotFoundException("Effect not found: " + asset); } } ShaderFlags flags = ShaderFlags.OptimizationLevel3 | ShaderFlags.PartialPrecision | ShaderFlags.SkipValidation; if (needRecompile) { //#if DEBUG // flags |= ShaderFlags.Debug; //#endif //m_D3DEffect = Effect.FromFile(MySandboxGameDX.Static.GraphicsDevice, sourceFX, flags); try { var srcDir = Path.GetDirectoryName(srcAbsolute); m_includeProcessor.Reset(srcDir); var result = ShaderBytecode.CompileFromFile(srcAbsolute, "fx_2_0", flags, null, m_includeProcessor); ShaderBytecode shaderByteCode = result; shaderByteCode.Save(Path.Combine(srcDir, Path.GetFileNameWithoutExtension(srcAbsolute) + ".fxo")); result.Dispose(); } catch (Exception e) { Debug.Fail(e.Message); throw; } } using (var fs = MyFileSystem.OpenRead(comPath)) { byte[] m = new byte[fs.Length]; fs.Read(m, 0, (int)fs.Length); m_D3DEffect = Effect.FromMemory(MyRender.GraphicsDevice, m, flags); } Init(); }
public static void Initialize(ref Device device, ref RenderForm form) { Macro macro = new Macro("nblights", 2.ToString()); Basic_Effect = Effect.FromFile(device, "Effect.fx", new Macro[] { macro }, null, "", ShaderFlags.OptimizationLevel3); Basic_Effect.Technique = Basic_Effect.GetTechnique(0); Basic_Effect.SetValue("AmbientLightColor", new Vector4(0f, 0f, 0f, 0f)); Matrix proj = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, form.ClientSize.Width / (float)form.ClientSize.Height, 0.1f, 7000.0f); }
/// <summary> /// Creates the vertexes. /// </summary> public static void CreateVertexes() { const float x = 6000f; _vertices = new VertexBuffer( Device, Utilities.SizeOf<Vector4>() * 2 * 6, Usage.WriteOnly, VertexFormat.None, Pool.Managed); _vertices.Lock(0, 0, LockFlags.None).WriteRange( new[] { //T1 new Vector4(-x, 0f, -x, 1.0f), new Vector4(), new Vector4(-x, 0f, x, 1.0f), new Vector4(), new Vector4(x, 0f, -x, 1.0f), new Vector4(), //T2 new Vector4(-x, 0f, x, 1.0f), new Vector4(), new Vector4(x, 0f, x, 1.0f), new Vector4(), new Vector4(x, 0f, -x, 1.0f), new Vector4() }); _vertices.Unlock(); _vertexElements = new[] { new VertexElement( 0, 0, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Position, 0), new VertexElement( 0, 16, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Color, 0), VertexElement.VertexDeclarationEnd }; _vertexDeclaration = new VertexDeclaration(Device, _vertexElements); #region Effect try { /* _effect = Effect.FromString(Device, @" struct VS_S { float4 Position : POSITION; float4 Color : COLOR0; float4 Position3D : TEXCOORD0; }; float4x4 ProjectionMatrix; float4 CircleColor; float Radius; float Border; bool zEnabled; VS_S VS( VS_S input ) { VS_S output = (VS_S)0; output.Position = mul(input.Position, ProjectionMatrix); output.Color = input.Color; output.Position3D = input.Position; return output; } float4 PS( VS_S input ) : COLOR { VS_S output = (VS_S)0; output = input; float4 v = output.Position3D; float distance = Radius - sqrt(v.x * v.x + v.z*v.z); // Distance to the circle arc. output.Color.x = CircleColor.x; output.Color.y = CircleColor.y; output.Color.z = CircleColor.z; if(distance < Border && distance > -Border) { output.Color.w = (CircleColor.w - CircleColor.w * abs(distance * 1.75 / Border)); } else { output.Color.w = 0; } if(Border < 1 && distance >= 0) { output.Color.w = CircleColor.w; } return output.Color; } technique Main { pass P0 { ZEnable = zEnabled; AlphaBlendEnable 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0x00, 0xF0, 0xF0, 0xF0, 0xF0, 0x0F, 0x0F, 0x0F, 0x0F, 0xFF, 0xFF, 0x00, 0x00 }; _effect = Effect.FromMemory(Device, compiledEffect, ShaderFlags.None); } catch (Exception e) { Console.WriteLine(e); return; } #endregion _technique = _effect.GetTechnique(0); if (!_initialized) { _initialized = true; Drawing.OnPreReset += OnPreReset; Drawing.OnPreReset += OnPostReset; AppDomain.CurrentDomain.DomainUnload += Dispose; } }
private void drawMesh(Matrix worldMatrix, Matrix viewProjMatrix, Data.Mesh mesh, D3D9.Effect effect) { Matrix worldMatrix2 = worldMatrix * mesh.Rotation * mesh.Position; Matrix worldViewProjMatrix = worldMatrix2 * viewProjMatrix; Matrix worldInverseTranspose = Matrix.Invert(worldMatrix2); worldInverseTranspose = Matrix.Transpose(worldInverseTranspose); effect.SetValue("gWorldViewProj", worldViewProjMatrix); effect.SetValue("gWorldInvTrans", worldInverseTranspose); effect.SetTexture("gDiffuseTexture", mesh.DiffuseTexture); effect.CommitChanges(); DX.Device.SetStreamSource(0, mesh.VertexBuffer, 0, mesh.VertexDeclStride); DX.Device.VertexDeclaration = mesh.VertexDecl; DX.Device.Indices = mesh.IndexBuffer; Int32 primitiveCount = mesh.IndexCount / (mesh.Primitive == D3D9.PrimitiveType.LineList ? 2 : 3); DX.Device.DrawIndexedPrimitive(mesh.Primitive, 0, 0, mesh.VertexCount, 0, primitiveCount); }
/// <summary> /// Creates the vertexes. /// </summary> public static void CreateVertexes() { const float X = 6000f; vertices = new VertexBuffer( Device, Utilities.SizeOf<Vector4>() * 2 * 6, Usage.WriteOnly, VertexFormat.None, Pool.Managed); vertices.Lock(0, 0, LockFlags.None).WriteRange( new[] { //T1 new Vector4(-X, 0f, -X, 1.0f), new Vector4(), new Vector4(-X, 0f, X, 1.0f), new Vector4(), new Vector4(X, 0f, -X, 1.0f), new Vector4(), //T2 new Vector4(-X, 0f, X, 1.0f), new Vector4(), new Vector4(X, 0f, X, 1.0f), new Vector4(), new Vector4(X, 0f, -X, 1.0f), new Vector4() }); vertices.Unlock(); vertexElements = new[] { new VertexElement( 0, 0, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Position, 0), new VertexElement( 0, 16, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Color, 0), VertexElement.VertexDeclarationEnd }; vertexDeclaration = new VertexDeclaration(Device, vertexElements); #region Effect try { var compiledEffect = new byte[] { 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Console.WriteLine(e); return; } #endregion technique = effect.GetTechnique(0); if (initialized) { return; } initialized = true; Drawing.OnPreReset += CircleOnPreReset; Drawing.OnPreReset += CircleOnPostReset; AppDomain.CurrentDomain.DomainUnload += CircleDispose; }
protected override void Dispose(bool disposing) { base.Dispose(disposing); if (disposing && Effect != null) { Effect.Dispose(); Effect = null; } }
public MyEffectShadowBase(Effect xnaEffect) : base(xnaEffect) { Init(); }
private static void Main(string[] args) { #region Variables if (args.Length == 3 && args[0] == "-r" && int.TryParse(args[1], out resolution[0]) && int.TryParse(args[2], out resolution[1])) { } int menu_running = 1; // 0 -> jeu en cours // 1 -> menu de demarrage // 2 -> menu de jeu #endregion #region Fenêtre form = new RenderForm("Underground - Horror game"); form.Width = resolution[0]; form.Height = resolution[1]; // Intro panel1 = new Panel(); panel1.Name = "panel1"; panel1.Size = new System.Drawing.Size(resolution[0], resolution[1]); panel1.TabIndex = 1; form.Controls.Add(panel1); m_play = new DxPlay(panel1, @"Ressources\Video\UndergroundPS.avi"); //m_play = new DxPlay(panel1, @"Ressources\Video\UndergrounFinal_Introduction_vidonly.avi"); // Fonction à éxécuter après m_play.StopPlay += new DxPlay.DxPlayEvent(MediaPlayer.Fin_intro); Direct3D direct3D = new Direct3D(); PresentParameters Parametres = new PresentParameters( form.Width, form.Height, Format.X8R8G8B8, 1, MultisampleType.None, 0, SwapEffect.Discard, IntPtr.Zero, true, true, Format.D24X8, PresentFlags.None, 0, PresentInterval.Immediate); input = new Input(form); device = new Device(direct3D, 0, DeviceType.Hardware, form.Handle, CreateFlags.HardwareVertexProcessing, Parametres); vertexElems3D = new[] { new VertexElement(0, // POSITION 0, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Position, 0), new VertexElement(0, // TEXCOORD0 Convert.ToInt16(Utilities.SizeOf<Vector4>()), DeclarationType.Float2, DeclarationMethod.Default,DeclarationUsage.TextureCoordinate,0), new VertexElement(0, // COLOR0 Convert.ToInt16(Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector2>()), DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Color, 0), new VertexElement(0, // NORMAL0 Convert.ToInt16(Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector2>()+Utilities.SizeOf<Vector4>()), DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Normal, 0), new VertexElement(0, // TANGENT Convert.ToInt16(Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector2>()+Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector4>()), DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Tangent, 0), VertexElement.VertexDeclarationEnd, new VertexElement(0, // booléen de bump mapping Convert.ToInt16(Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector2>()+Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector4>()), DeclarationType.Float1, DeclarationMethod.Default, DeclarationUsage.TextureCoordinate, 0), VertexElement.VertexDeclarationEnd, }; vertexElems2D = new[] { new VertexElement(0,0,DeclarationType.Float4,DeclarationMethod.Default,DeclarationUsage.PositionTransformed,0), new VertexElement(0,16,DeclarationType.Float2,DeclarationMethod.Default,DeclarationUsage.TextureCoordinate,0), VertexElement.VertexDeclarationEnd }; VertexDeclaration3D = new VertexDeclaration(Program.device, Program.vertexElems3D); VertexDeclaration2D = new VertexDeclaration(Program.device, Program.vertexElems2D); VertexBufferZero = new VertexBuffer(IntPtr.Zero); device.VertexDeclaration = VertexDeclaration3D; Program.device.SetRenderState(RenderState.AlphaBlendEnable, true); // graphics.GraphicsDevice.RenderState.AlphaBlendEnable = true; Program.device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha); // graphics.GraphicsDevice.RenderState.DestinationBlend = Blend.One; Program.device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha); // graphics.GraphicsDevice.RenderState.SourceBlend = Blend.One; Program.device.SetRenderState(RenderState.AlphaFunc, BlendOperation.Maximum); // graphics.GraphicsDevice.RenderState.BlendFunction = BlendFunction.Add; Program.device.SetRenderState(RenderState.AlphaTestEnable, true); Program.device.SetRenderState(RenderState.MinTessellationLevel, 8); #endregion Liste_textures = new List<structTexture>(); Liste_binaires = new List<structBinary>(); Liste_OBJ = new List<structOBJ>(); Liste_Lights = new Light[2]; Liste_Lights[0].Type = LightType.Point; Liste_Lights[0].Position = new Vector3(0, 0, 0); Liste_Lights[0].Ambient = new Color4(0.5f, 0.5f, 0.5f, 1); Liste_Lights[0].Range = 30f * 70; Liste_Lights[1].Type = LightType.Point; Liste_Lights[1].Position = new Vector3(-100, -100, -100); Liste_Lights[1].Ambient = new Color4(0.5f,0,0,1); Liste_Lights[1].Range = 5f * 70; Liste_textures.Add(new structTexture("null.bmp", Texture.FromFile(device, "null.bmp"))); //Ingame.Slender.doit_etre_recharge = true; // Creation du fichier effect de référence Macro macro = new Macro("nblights", 2.ToString()); BaseEffect = Effect.FromFile(Program.device, "Underground.fx", new Macro[] { macro }, null, "", ShaderFlags.OptimizationLevel3); BaseEffect.Technique = BaseEffect.GetTechnique(0); BaseEffect.SetValue("AmbientLightColor", new Vector4(0f, 0f, 0f, 0f)); Matrix proj = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, Program.form.ClientSize.Width / (float)Program.form.ClientSize.Height, 0.1f, 7000.0f); BaseEffect.SetValue("Projection", proj); BaseEffect.SetValue("LightDiffuseColor[0]", Liste_Lights[0].Ambient); BaseEffect.SetValue("LightDiffuseColor[1]", Liste_Lights[1].Ambient); BaseEffect.SetValue("LightDistanceSquared[1]", Liste_Lights[1].Range); Thread ThSound = new Thread(Sound.main); Thread ThEvents = new Thread(Ingame.fevents); ThSound.Start(); ThEvents.Start(); Menu.Initialize_Menu(); ObjLoader.Initialize(); newmaze = new Maze(10, 10); newmaze.Initecelles(); newmaze.Generate(newmaze.maze[0, 0]); newmaze.impefectGenerate(); newmaze.Setaffichage(); Ingame.ingame(); Menu.Dispose(); ThSound.Abort(); ThEvents.Abort(); VertexBufferZero.Dispose(); VertexDeclaration3D.Dispose(); VertexDeclaration2D.Dispose(); device.Dispose(); direct3D.Dispose(); }
public structOBJ(string path, Matrix Transformation, List<structModel> data, Point IDTile) { this.IDTile = IDTile; this.data = data; this.path = path; this.Transformation = Transformation; this.effect = Program.BaseEffect.Clone(Program.device); this.sera_affiche = true; }
public void PrepareSubObject(ref Device device) { if (State != ObjectState.Disposed) { if (State != ObjectState.Ready) { this.effect = ResManager.Basic_Effect.Clone(device); this.Technique = this.effect.GetTechnique(0); this.Pass = this.effect.GetPass(this.Technique, 0); VertexBuffer = new VertexBuffer(device, Utilities.SizeOf<structVertex>() * Vertices.Length, Usage.WriteOnly, VertexFormat.None, Pool.Managed); DataStream = VertexBuffer.Lock(0, 0, LockFlags.None); DataStream.WriteRange(Vertices); VertexBuffer.Unlock(); this.vertexElems3D = new VertexDeclaration(device, new VertexElement[] { new VertexElement(0, // POSITION 0, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Position, 0), new VertexElement(0, // TEXCOORD0 Convert.ToInt16(Utilities.SizeOf<Vector4>()), DeclarationType.Float2, DeclarationMethod.Default,DeclarationUsage.TextureCoordinate,0), new VertexElement(0, // COLOR0 Convert.ToInt16(Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector2>()), DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Color, 0), new VertexElement(0, // NORMAL0 Convert.ToInt16(Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector2>()+Utilities.SizeOf<Vector4>()), DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Normal, 0), new VertexElement(0, // TANGENT Convert.ToInt16(Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector2>()+Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector3>()), DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Tangent, 0), VertexElement.VertexDeclarationEnd, }); State = ObjectState.Ready; } else { debug.WriteNicely("!", ConsoleColor.DarkRed, "ATTENTION DUPLICATION DU MODEL", 0); } } else { debug.WriteNicely("!", ConsoleColor.DarkRed, "ATTENTION, VOUS TENTEZ D'AFFICHER UN MESH N'EXISTANT PLUS", 0); } }
private void Initialize() { Effect = Effect.FromMemory(Context, _effectData, ShaderFlags.None); _techniques = new ShaderTechniqueCollection(Context, this); _parameters = new ShaderParameterCollection(this); CurrentTechnique = _techniques[0]; }
public MyEffectReflectorBase(Effect d3dEffect) : base(d3dEffect) { Init(); }
public bool Allocate() { string[] files = _effectName.Split(';'); if (files.Length == 0) return false; StringBuilder effectShader = new StringBuilder(8196); Version vertexShaderVersion = GraphicsDevice.Device.Capabilities.VertexShaderVersion; Version pixelShaderVersion = GraphicsDevice.Device.Capabilities.PixelShaderVersion; for (int i = files.Length-1; i >= 0; --i) { string effectFilePath = SkinContext.SkinResources.GetResourceFilePath(string.Format(@"{0}\{1}.fx", SkinResources.SHADERS_DIRECTORY, files[i])); if (effectFilePath == null || !File.Exists(effectFilePath)) { if (!_fileMissing) ServiceRegistration.Get<ILogger>().Error("Effect file {0} does not exist", effectFilePath); _fileMissing = true; return false; } _fileMissing = false; using (StreamReader reader = new StreamReader(effectFilePath)) effectShader.Append(reader.ReadToEnd()); // Concatenate effectShader.Append(Environment.NewLine); } effectShader.Replace("vs_2_0", String.Format("vs_{0}_{1}", vertexShaderVersion.Major, vertexShaderVersion.Minor)); effectShader.Replace("ps_2_0", String.Format("ps_{0}_{1}", pixelShaderVersion.Major, pixelShaderVersion.Minor)); // We place the lock here to comply to the MP2 multithreading guideline - we are not allowed to request the // effect resources when holding our lock lock (_syncObj) { if (_effect != null) return true; string errors = string.Empty; try { const ShaderFlags shaderFlags = ShaderFlags.OptimizationLevel3 | ShaderFlags.EnableBackwardsCompatibility; //| ShaderFlags.NoPreshader; _effect = Effect.FromString(GraphicsDevice.Device, effectShader.ToString(), null, null, null, shaderFlags, null); //, out errors _handleWorldProjection = _effect.GetParameter(null, PARAM_WORLDVIEWPROJ); _handleTexture = _effect.GetParameter(null, PARAM_TEXTURE); _handleTechnique = _effect.GetTechnique(0); return true; } catch { ServiceRegistration.Get<ILogger>().Error("EffectAsset: Unable to load '{0}'", _effectName); ServiceRegistration.Get<ILogger>().Error("EffectAsset: Errors: {0}", errors); return false; } } }
public void Free() { if (_handleTechnique != null) _handleTechnique.Dispose(); if (_handleTexture != null) _handleTexture.Dispose(); if (_handleWorldProjection != null) _handleWorldProjection.Dispose(); _handleTechnique = null; _handleWorldProjection = null; _handleTexture = null; if (_effect != null) { _effect.Dispose(); _effect = null; } }
public static void DrawCircle(Vector3 position, float radius, Color color, int width = 1, bool zDeep = false) { if (_vertices == null) { const float x = 6000f; _vertices = new VertexBuffer( Drawing.Direct3DDevice, Utilities.SizeOf<Vector4>() * 2 * 6, Usage.WriteOnly, VertexFormat.None, Pool.Managed); _vertices.Lock(0, 0, LockFlags.None).WriteRange( new[] { //T1 new Vector4(-x, 0f, -x, 1.0f), new Vector4(), new Vector4(-x, 0f, x, 1.0f), new Vector4(), new Vector4(x, 0f, -x, 1.0f), new Vector4(), //T2 new Vector4(x, 0f, x, 1.0f), new Vector4(), new Vector4(-x, 0f, x, 1.0f), new Vector4(), new Vector4(x, 0f, -x, 1.0f), new Vector4() }); _vertices.Unlock(); _vertexElements = new[] { new VertexElement( 0, 0, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Position, 0), new VertexElement( 0, 16, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Color, 0), VertexElement.VertexDeclarationEnd }; _vertexDeclaration = new VertexDeclaration(Drawing.Direct3DDevice, _vertexElements); #region Effect try { /* _effect = Effect.FromString(Drawing.Direct3DDevice, @" struct VS_S { float4 Position : POSITION; float4 Color : COLOR0; float4 Position3D : TEXCOORD0; }; float4x4 ProjectionMatrix; float4 CircleColor; float Radius; float Border; bool zEnabled; VS_S VS( VS_S input ) { VS_S output = (VS_S)0; output.Position = mul(input.Position, ProjectionMatrix); output.Color = input.Color; output.Position3D = input.Position; return output; } float4 PS( VS_S input ) : COLOR { VS_S output = (VS_S)0; output = input; float4 v = output.Position3D; float distance = Radius - sqrt(v.x * v.x + v.z*v.z); // Distance to the circle arc. output.Color.x = CircleColor.x; output.Color.y = CircleColor.y; output.Color.z = CircleColor.z; if(distance < Border && distance > -Border) { output.Color.w = (CircleColor.w - CircleColor.w * abs(distance * 1.75 / Border)); } else { output.Color.w = 0; } if(Border < 1 && distance >= 0) { output.Color.w = CircleColor.w; } return output.Color; } technique Main { pass P0 { ZEnable = zEnabled; AlphaBlendEnable = TRUE; DestBlend = INVSRCALPHA; SrcBlend = SRCALPHA; VertexShader = compile vs_2_0 VS(); PixelShader = compile ps_2_0 PS(); } }", ShaderFlags.None); */ var compiledEffect = new byte[] { 0x01, 0x09, 0xFF, 0xFE, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x60, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x11, 0x00, 0x00, 0x00, 0x50, 0x72, 0x6F, 0x6A, 0x65, 0x63, 0x74, 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0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xF0, 0xF0, 0xF0, 0xF0, 0x0F, 0x0F, 0x0F, 0x0F, 0xFF, 0xFF, 0x00, 0x00 }; _effect = Effect.FromMemory(Drawing.Direct3DDevice, compiledEffect, ShaderFlags.None); } catch (Exception e) { Console.WriteLine(e); return; } #endregion _technique = _effect.GetTechnique(0); Drawing.OnPreReset += delegate { _effect.OnLostDevice(); }; Drawing.OnPostReset += delegate { _effect.OnResetDevice(); }; AppDomain.CurrentDomain.DomainUnload += delegate { _effect.Dispose(); _vertices.Dispose(); _vertexDeclaration.Dispose(); }; } if (_vertices.IsDisposed || _vertexDeclaration.IsDisposed || _effect.IsDisposed) { return; } var olddec = Drawing.Direct3DDevice.VertexDeclaration; _effect.Technique = _technique; _effect.Begin(); _effect.BeginPass(0); _effect.SetValue( "ProjectionMatrix", Matrix.Translation(position.SwitchYZ()) * Drawing.View * Drawing.Projection); _effect.SetValue( "CircleColor", new Vector4(color.R / 255f, color.G / 255f, color.B / 255f, color.A / 255f)); _effect.SetValue("Radius", radius); _effect.SetValue("Border", 2f + width); _effect.SetValue("zEnabled", zDeep); Drawing.Direct3DDevice.SetStreamSource(0, _vertices, 0, Utilities.SizeOf<Vector4>() * 2); Drawing.Direct3DDevice.VertexDeclaration = _vertexDeclaration; Drawing.Direct3DDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 2); _effect.EndPass(); _effect.End(); Drawing.Direct3DDevice.VertexDeclaration = olddec; }
public Effect(Device d, string File) { handle = Eff.FromFile(d, File, ShaderFlags.None); }
private void TryCreateEffects() { if (!effectUnavailable && effect == null) { try { System.IO.Stream stream = System.Reflection.Assembly.GetExecutingAssembly().GetManifestResourceStream("IronPlot.Plot3D._3DPrimitives.Line.fxo"); effect = Effect.FromStream(graphicsDevice, stream, ShaderFlags.None); } catch (Exception) { effectUnavailable = true; thickLines = false; } } }
public RenderResources(Device device) { Vertex[] rectangle = new Vertex[]{ new Vertex(0,0,0), new Vertex(1,0,0), new Vertex(0,1,0), new Vertex(1,1,0), }; int[] rectanglei = new int[] { 0, 1, 1, 3, 3, 2, 2, 0 }; RectangleVBuffer = new VertexBuffer(device, rectangle.Length * Vertex.SizeInBytes, Usage.WriteOnly, VertexFormat.None, Pool.Default); var dsv = RectangleVBuffer.Lock(0, 0, LockFlags.Discard); dsv.WriteRange(rectangle); RectangleVBuffer.Unlock(); RecangleIBuffer = new IndexBuffer(device, sizeof(int) * rectanglei.Length, Usage.WriteOnly, Pool.Default, false); var dsi = RecangleIBuffer.Lock(0, 0, LockFlags.Discard); dsi.WriteRange(rectanglei); RecangleIBuffer.Unlock(); int[] fillrecti = new int[] { 0, 1, 2, 3, 2, 1 }; FillRectangleIBuffer = new IndexBuffer(device, sizeof(int) * fillrecti.Length, Usage.WriteOnly, Pool.Default, false); dsi = FillRectangleIBuffer.Lock(0, 0, LockFlags.Discard); dsi.WriteRange(fillrecti); FillRectangleIBuffer.Unlock(); Vertex[] circle = new Vertex[CircleQuality + 1]; for (int la = 0; la < circle.Length;la++) { var angle = O3DHelper.Scale(la,0,circle.Length,0,MathUtil.TwoPi); float x = (float)Math.Sin(angle) * 0.5f + 0.5f; float y = (float)Math.Cos(angle) * 0.5f + 0.5f; circle[la] = new Vertex(x, y, 0); } circle[CircleQuality] = new Vertex(0.5f, 0.5f, 0); CircleVBuffer = new VertexBuffer(device, circle.Length * Vertex.SizeInBytes, Usage.WriteOnly, VertexFormat.None, Pool.Default); dsv = CircleVBuffer.Lock(0, 0, LockFlags.Discard); dsv.WriteRange(circle); CircleVBuffer.Unlock(); int[] circlei = new int[CircleQuality * 2]; for (int la = 0; la < CircleQuality;la++) { circlei[la * 2 + 0] = la; circlei[la * 2 + 1] = (la + 1) % CircleQuality; } CircleIBuffer = new IndexBuffer(device, sizeof(int) * circlei.Length, Usage.WriteOnly, Pool.Default, false); dsi = CircleIBuffer.Lock(0, 0, LockFlags.Discard); dsi.WriteRange(circlei); CircleIBuffer.Unlock(); int[] fcircle = new int[CircleQuality * 3]; for (int la = 0; la < CircleQuality; la++) { fcircle[la * 3 + 0] = (la + 1) % CircleQuality; fcircle[la * 3 + 1] = la; fcircle[la * 3 + 2] = CircleQuality; } FillCircleIBuffer = new IndexBuffer(device, sizeof(int) * fcircle.Length, Usage.WriteOnly, Pool.Default, false); dsi = FillCircleIBuffer.Lock(0, 0, LockFlags.Discard); dsi.WriteRange(fcircle); FillCircleIBuffer.Unlock(); Shader = Effect.FromString(device, Resources.Shader, ShaderFlags.None); }
protected MyEffectBase(Effect xnaEffect) { m_D3DEffect = xnaEffect; Init(); }
public Effect(Device d, string content, ShaderFlags s) { handle = Eff.FromString(d, content, s); }
protected void GraphicsDeviceService_DeviceResetting(object sender, EventArgs e) { if (effect != null) { effect.Dispose(); effect = null; } }