public VisionEffect(Effect effect, SamplerState samplerState = null) { GraphicsDevice = effect.GraphicsDevice; Effect = effect; Name = effect.Name; _epTextureSampler = effect.Parameters["TextureSampler"]; if(_epTextureSampler!=null) Sampler = samplerState ?? GraphicsDevice.SamplerStates.LinearWrap; _epWorld = effect.Parameters["World"]; _epWorldInverseTranspose = effect.Parameters["WorldInverseTranspose"]; _epView = effect.Parameters["View"]; _epProjection = effect.Parameters["Projection"]; _epCameraPosition = effect.Parameters["CameraPosition"]; _epClipPlane = effect.Parameters["ClipPlane"]; _epSunlightDirection = effect.Parameters["SunlightDirection"]; _epTexture = effect.Parameters["Texture"]; _epDiffuseColor = effect.Parameters["DiffuseColor"]; _epDoShadowMapping = effect.Parameters["DoShadowMapping"]; _epShadowMap = effect.Parameters["ShadowMap"]; _epShadowViewProjection = effect.Parameters["ShadowViewProjection"]; _epShadowFarPlane = effect.Parameters["ShadowFarPlane"]; _epShadowMult = effect.Parameters["ShadowMult"]; _techStandard = effect.Techniques["TechStandard"]; _techClipPlane = effect.Techniques["TechClipPlane"]; _techDepthMap = effect.Techniques["TechDepthMap"]; //Debug.Assert( _epView != null ); //Debug.Assert(_techDepthMap != null); if ( _epSunlightDirection != null) _epSunlightDirection.SetValue(VisionContent.SunlightDirection); }
/// <summary> /// Initializes a new instance of the <see cref="EffectPass" /> class. /// </summary> /// <param name="logger">The logger used to log errors.</param> /// <param name="effect"> The effect. </param> /// <param name="pass"> The pass. </param> /// <param name="name"> The name. </param> internal EffectPass(Logger logger, Effect effect, EffectTechnique technique, EffectData.Pass pass, string name) : base(name) { this.Technique = technique; this.pass = pass; this.Effect = effect; this.graphicsDevice = effect.GraphicsDevice; pipeline = new PipelineBlock() { Stages = new StageBlock[EffectPass.StageCount], }; Attributes = PrepareAttributes(logger, pass.Attributes); IsSubPass = pass.IsSubPass; // Don't create SubPasses collection for subpass. if (!IsSubPass) SubPasses = new EffectPassCollection(); }
/// <summary> /// Binds the specified effect data to this instance. /// </summary> /// <param name="effectDataArg">The effect data arg.</param> /// <param name="cloneFromEffect">The clone from effect.</param> /// <exception cref="System.InvalidOperationException">If no techniques found in this effect.</exception> /// <exception cref="System.ArgumentException">If unable to find effect [effectName] from the EffectPool.</exception> internal void InitializeFrom(EffectData.Effect effectDataArg, Effect cloneFromEffect) { RawEffectData = effectDataArg; // Clean any previously allocated resources if (DisposeCollector != null) { DisposeCollector.DisposeAndClear(); } ConstantBuffers.Clear(); Parameters.Clear(); Techniques.Clear(); ResourceLinker = ToDispose(new EffectResourceLinker()); if (effectConstantBuffersCache != null) { effectConstantBuffersCache.Clear(); } // Copy data IsSupportingDynamicCompilation = RawEffectData.Arguments != null; ShareConstantBuffers = RawEffectData.ShareConstantBuffers; // Create the local effect constant buffers cache if (!ShareConstantBuffers) { effectConstantBuffersCache = new Dictionary <EffectConstantBufferKey, EffectConstantBuffer>(); } var logger = new Logger(); int techniqueIndex = 0; int totalPassCount = 0; EffectPass parentPass = null; foreach (var techniqueRaw in RawEffectData.Techniques) { var name = techniqueRaw.Name; if (string.IsNullOrEmpty(name)) { name = string.Format("${0}", techniqueIndex++); } var technique = new EffectTechnique(this, name); Techniques.Add(technique); int passIndex = 0; foreach (var passRaw in techniqueRaw.Passes) { name = passRaw.Name; if (string.IsNullOrEmpty(name)) { name = string.Format("${0}", passIndex++); } var pass = new EffectPass(logger, this, technique, passRaw, name); pass.Initialize(logger); // If this is a subpass, add it to the parent pass if (passRaw.IsSubPass) { if (parentPass == null) { logger.Error("Pass [{0}] is declared as a subpass but has no parent."); } else { parentPass.SubPasses.Add(pass); } } else { technique.Passes.Add(pass); parentPass = pass; } } // Count the number of passes totalPassCount += technique.Passes.Count; } if (totalPassCount == 0) { throw new InvalidOperationException("No passes found in this effect."); } // Log all the exception in a single throw if (logger.HasErrors) { throw new InvalidOperationException(Utilities.Join("\n", logger.Messages)); } // Initialize the resource linker when we are done with all pass/parameters ResourceLinker.Initialize(); //// Sort all parameters by their resource types //// in order to achieve better local cache coherency in resource linker Parameters.Items.Sort((left, right) => { // First, order first all value types, then resource type var comparison = left.IsValueType != right.IsValueType ? left.IsValueType ? -1 : 1 : 0; // If same type if (comparison == 0) { // Order by resource type comparison = ((int)left.ResourceType).CompareTo((int)right.ResourceType); // If same, order by resource index if (comparison == 0) { comparison = left.Offset.CompareTo(right.Offset); } } return(comparison); }); // Prelink constant buffers int resourceIndex = 0; foreach (var parameter in Parameters) { // Recalculate parameter resource index if (!parameter.IsValueType) { parameter.Offset = resourceIndex; resourceIndex += parameter.ElementCount; } // Set the default values parameter.SetDefaultValue(); if (parameter.ResourceType == EffectResourceType.ConstantBuffer) { parameter.SetResource(ConstantBuffers[parameter.Name]); } } // Compute slot links foreach (var technique in Techniques) { foreach (var pass in technique.Passes) { foreach (var subPass in pass.SubPasses) { subPass.ComputeSlotLinks(); } pass.ComputeSlotLinks(); } } // Setup the first Current Technique. CurrentTechnique = this.Techniques[0]; // Initialize predefined parameters used by Model.Draw (to speedup things internally) DefaultParameters = new EffectDefaultParameters(this); // If this is a clone, we need to if (cloneFromEffect != null) { // Copy the content of the constant buffers to the new instance. for (int i = 0; i < ConstantBuffers.Count; i++) { cloneFromEffect.ConstantBuffers[i].CopyTo(ConstantBuffers[i]); } // Copy back all bound resources except constant buffers // that are already initialized with InitializeFrom method. for (int i = 0; i < cloneFromEffect.ResourceLinker.Count; i++) { if (cloneFromEffect.ResourceLinker.BoundResources[i] is EffectConstantBuffer) { continue; } ResourceLinker.BoundResources[i] = cloneFromEffect.ResourceLinker.BoundResources[i]; unsafe { ResourceLinker.Pointers[i] = cloneFromEffect.ResourceLinker.Pointers[i]; } } // If everything was fine, then we can register it into the pool Pool.AddEffect(this); } // Allow subclasses to complete initialization. Initialize(); OnInitialized(); }
/// <summary> /// Binds the specified effect data to this instance. /// </summary> /// <param name="effectDataArg">The effect data arg.</param> /// <param name="cloneFromEffect">The clone from effect.</param> /// <exception cref="System.InvalidOperationException">If no techniques found in this effect.</exception> /// <exception cref="System.ArgumentException">If unable to find effect [effectName] from the EffectPool.</exception> internal void InitializeFrom(EffectData.Effect effectDataArg, Effect cloneFromEffect) { RawEffectData = effectDataArg; // Clean any previously allocated resources if (DisposeCollector != null) { DisposeCollector.DisposeAndClear(); } ConstantBuffers.Clear(); Parameters.Clear(); Techniques.Clear(); ResourceLinker = ToDispose(new EffectResourceLinker()); if (effectConstantBuffersCache != null) { effectConstantBuffersCache.Clear(); } // Copy data IsSupportingDynamicCompilation = RawEffectData.Arguments != null; ShareConstantBuffers = RawEffectData.ShareConstantBuffers; // Create the local effect constant buffers cache if (!ShareConstantBuffers) effectConstantBuffersCache = new Dictionary<EffectConstantBufferKey, EffectConstantBuffer>(); var logger = new Logger(); int techniqueIndex = 0; int totalPassCount = 0; EffectPass parentPass = null; foreach (var techniqueRaw in RawEffectData.Techniques) { var name = techniqueRaw.Name; if (string.IsNullOrEmpty(name)) name = string.Format("${0}", techniqueIndex++); var technique = new EffectTechnique(this, name); Techniques.Add(technique); int passIndex = 0; foreach (var passRaw in techniqueRaw.Passes) { name = passRaw.Name; if (string.IsNullOrEmpty(name)) name = string.Format("${0}", passIndex++); var pass = new EffectPass(logger, this, technique, passRaw, name); pass.Initialize(logger); // If this is a subpass, add it to the parent pass if (passRaw.IsSubPass) { if (parentPass == null) { logger.Error("Pass [{0}] is declared as a subpass but has no parent."); } else { parentPass.SubPasses.Add(pass); } } else { technique.Passes.Add(pass); parentPass = pass; } } // Count the number of passes totalPassCount += technique.Passes.Count; } if (totalPassCount == 0) throw new InvalidOperationException("No passes found in this effect."); // Log all the exception in a single throw if (logger.HasErrors) throw new InvalidOperationException(Utilities.Join("\n", logger.Messages)); // Initialize the resource linker when we are done with all pass/parameters ResourceLinker.Initialize(); //// Sort all parameters by their resource types //// in order to achieve better local cache coherency in resource linker Parameters.Items.Sort((left, right) => { // First, order first all value types, then resource type var comparison = left.IsValueType != right.IsValueType ? left.IsValueType ? -1 : 1 : 0; // If same type if (comparison == 0) { // Order by resource type comparison = ((int)left.ResourceType).CompareTo((int)right.ResourceType); // If same, order by resource index if (comparison == 0) { comparison = left.Offset.CompareTo(right.Offset); } } return comparison; }); // Prelink constant buffers int resourceIndex = 0; foreach (var parameter in Parameters) { // Recalculate parameter resource index if (!parameter.IsValueType) { parameter.Offset = resourceIndex++; } // Set the default values parameter.SetDefaultValue(); if (parameter.ResourceType == EffectResourceType.ConstantBuffer) parameter.SetResource(ConstantBuffers[parameter.Name]); } // Compute slot links foreach (var technique in Techniques) { foreach (var pass in technique.Passes) { foreach (var subPass in pass.SubPasses) { subPass.ComputeSlotLinks(); } pass.ComputeSlotLinks(); } } // Setup the first Current Technique. CurrentTechnique = this.Techniques[0]; // Initialize predefined parameters used by Model.Draw (to speedup things internally) DefaultParameters = new EffectDefaultParameters(this); // If this is a clone, we need to if (cloneFromEffect != null) { // Copy the content of the constant buffers to the new instance. for (int i = 0; i < ConstantBuffers.Count; i++) { cloneFromEffect.ConstantBuffers[i].CopyTo(ConstantBuffers[i]); } // Copy back all bound resources except constant buffers // that are already initialized with InitializeFrom method. for (int i = 0; i < cloneFromEffect.ResourceLinker.Count; i++) { if (cloneFromEffect.ResourceLinker.BoundResources[i] is EffectConstantBuffer) continue; ResourceLinker.BoundResources[i] = cloneFromEffect.ResourceLinker.BoundResources[i]; unsafe { ResourceLinker.Pointers[i] = cloneFromEffect.ResourceLinker.Pointers[i]; } } // If everything was fine, then we can register it into the pool Pool.AddEffect(this); } // Allow subclasses to complete initialization. Initialize(); }
/// <summary> /// Initializes the specified effect bytecode. /// </summary> /// <param name="effectDataArg">The effect bytecode.</param> /// <exception cref="System.InvalidOperationException"></exception> private void Initialize(EffectData.Effect effectDataArg) { if (effectDataArg == null) throw new ArgumentException(string.Format("Unable to find effect [{0}] from the EffectPool", Name), "effectName"); rawEffect = effectDataArg; ShareConstantBuffers = effectDataArg.ShareConstantBuffers; // Create the local effect constant buffers cache if (!ShareConstantBuffers) effectConstantBuffersCache = new Dictionary<EffectConstantBufferKey, EffectConstantBuffer>(); if (effectDataArg.Techniques.Count == 0) throw new InvalidOperationException("No techniques found in this effect"); var logger = new Logger(); int techniqueIndex = 0; int totalPassCount = 0; EffectPass parentPass = null; foreach (var techniqueRaw in effectDataArg.Techniques) { var name = techniqueRaw.Name; if (string.IsNullOrEmpty(name)) name = string.Format("${0}", techniqueIndex++); var technique = new EffectTechnique(this, name); Techniques.Add(technique); int passIndex = 0; foreach (var passRaw in techniqueRaw.Passes) { name = passRaw.Name; if (string.IsNullOrEmpty(name)) name = string.Format("${0}", passIndex++); var pass = new EffectPass(logger, this, technique, passRaw, name); pass.Initialize(logger); // If this is a subpass, add it to the parent pass if (passRaw.IsSubPass) { if (parentPass == null) { logger.Error("Pass [{0}] is declared as a subpass but has no parent"); } else { parentPass.SubPasses.Add(pass); } } else { technique.Passes.Add(pass); parentPass = pass; } } // Count the number of passes totalPassCount += technique.Passes.Count; } if (totalPassCount == 0) throw new InvalidOperationException("No passes found in this effect"); // Log all the exception in a single throw if (logger.HasErrors) throw new InvalidOperationException(Utilities.Join("\n", logger.Messages)); // Initialize the resource linker when we are done with all pass/parameters ResourceLinker.Initialize(); //// Sort all parameters by their resource types //// in order to achieve better local cache coherency in resource linker Parameters.Items.Sort((left, right) => { // First, order first all value types, then resource type var comparison = left.IsValueType != right.IsValueType ? left.IsValueType ? -1 : 1 : 0; // If same type if (comparison == 0) { // Order by resource type comparison = ((int)left.ResourceType).CompareTo((int)right.ResourceType); // If same, order by resource index if (comparison == 0) { comparison = left.Offset.CompareTo(right.Offset); } } return comparison; }); // Prelink constant buffers int resourceIndex = 0; foreach (var parameter in Parameters) { // Recalculate parameter resource index if (!parameter.IsValueType) { parameter.Offset = resourceIndex++; } // Set the default values parameter.SetDefaultValue(); if (parameter.ResourceType == EffectResourceType.ConstantBuffer) parameter.SetResource(0, ConstantBuffers[parameter.Name]); } // Compute slot links foreach (var technique in Techniques) { foreach (var pass in technique.Passes) { foreach (var subPass in pass.SubPasses) { subPass.ComputeSlotLinks(); } pass.ComputeSlotLinks(); } } // Setup the first Current Technique. CurrentTechnique = this.Techniques[0]; }