示例#1
0
        /// <summary>
        /// Creates a new instance of <see cref="D3D10EffectPass"/>.
        /// </summary>
        /// <param name="renderer">The D3D10 renderer.</param>
        /// <param name="pass">The D3D10 pass.</param>
        /// <param name="map">The input layout map to share between passes that have the same effect origin.</param>
        internal D3D10EffectPass(D3D10Renderer renderer, D3D.EffectPass pass, InputLayoutMap map)
        {
            _pass     = pass;
            _renderer = renderer;

            D3D.EffectPassDescription desc = pass.Description;
            _name      = desc.Name;
            _layoutMap = map;

            //Fetch annotations
            int annoCount = desc.AnnotationCount;

            _annotations = new D3D10EffectAnnotationCollection();
            for (int i = 0; i < annoCount; i++)
            {
                D3D.EffectVariable            anno     = _pass.GetAnnotationByIndex(i);
                D3D.EffectVariableDescription annoDesc = anno.Description;
                D3D.EffectVariable            annoVar  = anno.AsString();
                if (annoVar != null)
                {
                    _annotations.Add(new D3D10EffectAnnotation(annoVar, annoDesc.Name, annoDesc.Semantic, EffectParameterClass.Object, EffectParameterType.String));
                }
                annoVar = anno.AsScalar();
                if (annoVar != null)
                {
                    //Need to find a way to get the param type...
                    _annotations.Add(new D3D10EffectAnnotation(annoVar, annoDesc.Name, annoDesc.Semantic, EffectParameterClass.Scalar, EffectParameterType.Unknown));
                }
                annoVar = anno.AsMatrix();
                if (annoVar != null)
                {
                    _annotations.Add(new D3D10EffectAnnotation(annoVar, annoDesc.Name, annoDesc.Semantic, EffectParameterClass.Matrix, EffectParameterType.Single));
                }
            }
        }
示例#2
0
        /// <summary>
        /// Creates a new instance of <see cref="D3D10EffectPass"/>.
        /// </summary>
        /// <param name="parent">The implementation parent.</param>
        /// <param name="effect">The D3D10 effect so we can query for variables.</param>
        /// <param name="pass">The D3D10 pass.</param>
        internal D3D10EffectPass(D3D10EffectImplementation parent, D3D.Effect effect, D3D.EffectPass pass)
        {
            _pass     = pass;
            _renderer = parent.Renderer;

            D3D.EffectPassDescription desc = pass.Description;
            _name      = desc.Name;
            _layoutMap = new InputLayoutMap(_renderer, desc.Signature);

            //Fetch annotations
            int annoCount = desc.AnnotationCount;

            _annotations = new D3D10EffectAnnotationCollection();
            for (int i = 0; i < annoCount; i++)
            {
                D3D.EffectVariable            anno     = _pass.GetAnnotationByIndex(i);
                D3D.EffectVariableDescription annoDesc = anno.Description;
                D3D.EffectVariable            annoVar  = anno.AsString();
                if (annoVar != null)
                {
                    _annotations.Add(new D3D10EffectAnnotation(annoVar, annoDesc.Name, annoDesc.Semantic, EffectParameterClass.Object, EffectParameterType.String));
                    continue;
                }
                annoVar = anno.AsScalar();
                if (annoVar != null)
                {
                    _annotations.Add(new D3D10EffectAnnotation(annoVar, annoDesc.Name, annoDesc.Semantic, EffectParameterClass.Scalar, EffectParameterType.Unknown));
                    continue;
                }
                annoVar = anno.AsMatrix();
                if (annoVar != null)
                {
                    _annotations.Add(new D3D10EffectAnnotation(annoVar, annoDesc.Name, annoDesc.Semantic, EffectParameterClass.Matrix, EffectParameterType.Unknown));
                    continue;
                }
                annoVar = anno.AsVector();
                if (annoVar != null)
                {
                    _annotations.Add(new D3D10EffectAnnotation(annoVar, annoDesc.Name, annoDesc.Semantic, EffectParameterClass.Vector, EffectParameterType.Unknown));
                }
            }

            //Now to reflect the parameters and start adding them to the shader
            D3D.EffectPassShaderDescription vertexShaderDesc = pass.VertexShaderDescription;
            D3D.EffectShaderVariable        vertexShaderVar  = vertexShaderDesc.Variable;
            ParseShader(parent, effect, vertexShaderVar);
            ParseShader(parent, effect, pass.PixelShaderDescription.Variable);

            //And the standard input layout
            CreateInputLayout(vertexShaderVar, vertexShaderDesc.Index);
        }
示例#3
0
文件: Sky.cs 项目: rtshadow/miscs
        public Sky(Vector3 lightDir, StreamReader file)
        {
            ///
               // outerRadius = innerRadius * 1.0157313f;
               // atmScale = 1f / (outerRadius - innerRadius);

            dome.CreateDome((int)size.X, (int)size.Y);
               // waveLength4 = new Vector3((float)Math.Pow(waveLength.X, 4), (float)Math.Pow(waveLength.Y, 4), (float)Math.Pow(waveLength.Z, 4));
               // double pow = -0.84;
               // waveLength084 = new Vector3((float)Math.Pow(waveLength.X, pow), (float)Math.Pow(waveLength.Y, pow), (float)Math.Pow(waveLength.Z, pow));

            effect = ResourceManager.mainManager.LoadEffect("Resources\\Effects\\Sky.fx", ResourceManager.mainManager.GetDefaultEffectPool());
            pass = effect.GetTechniqueByName("Render").GetPassByIndex(0);
            updatePass = effect.GetTechniqueByName("Update").GetPassByIndex(0);
            D3D10.InputElement[] elements = new SlimDX.Direct3D10.InputElement[2];
                elements[0] = new SlimDX.Direct3D10.InputElement("POSITION", 0, SlimDX.DXGI.Format.R32G32B32_Float, 0, 0);
                elements[1] = new D3D10.InputElement("TEXCOORD", 0, SlimDX.DXGI.Format.R32G32_Float, 12, 0);
                layout = new SlimDX.Direct3D10.InputLayout(Game.gameClass.GetDevice(), elements, pass.Description.Signature);
                layoutUpdate = Quad.GetLayout(updatePass);
            translation = effect.GetVariableByName("translation").AsVector();
            sunPosition = effect.GetVariableByName("sunPos").AsVector();
               // Vector4 mieTemps = new Vector4((3 * (1 - g * g)) / (2 * (2 + g * g)), 1 + g * g, g, 1);
            mieTemps = effect.GetVariableByName("mieTemps").AsVector();
            K = effect.GetVariableByName("K").AsVector();
            waveLengthRay = effect.GetVariableByName("waveLengthRay").AsVector();
            waveLengthMie = effect.GetVariableByName("waveLengthMie").AsVector();
            scaleDepth = effect.GetVariableByName("scaleDepth").AsVector();
            sunIntensity = effect.GetVariableByName("sunIntensity").AsScalar();
            //textures
            D3D10.Texture2DDescription desc = new SlimDX.Direct3D10.Texture2DDescription();
            desc.ArraySize = 1;
            desc.BindFlags = D3D10.BindFlags.ShaderResource | SlimDX.Direct3D10.BindFlags.RenderTarget;
            desc.CpuAccessFlags = D3D10.CpuAccessFlags.None;
            desc.Format = SlimDX.DXGI.Format.R16G16B16A16_Float;
            desc.Height = (int)size.Y;
            desc.MipLevels = 1;
            desc.OptionFlags = D3D10.ResourceOptionFlags.None;
            desc.Usage = D3D10.ResourceUsage.Default;
            desc.Width = (int)size.X;

            SlimDX.DXGI.SampleDescription sampleDescription = new SlimDX.DXGI.SampleDescription();
            sampleDescription.Count = 1;
            sampleDescription.Quality = 0;
            desc.SampleDescription = sampleDescription;

            rayLookupTexture = new D3D10.Texture2D(Game.gameClass.GetDevice(), desc);
            mieLookupTexture = new D3D10.Texture2D(Game.gameClass.GetDevice(), desc);

               /* desc.BindFlags = D3D10.BindFlags.None;
            desc.CpuAccessFlags = D3D10.CpuAccessFlags.Write;
            desc.Usage = D3D10.ResourceUsage.Staging;

            mieUpdateTexture = new D3D10.Texture2D(Game.gameClass.GetDevice(), desc);
            rayUpdateTexture = new D3D10.Texture2D(Game.gameClass.GetDevice(), desc);

            mieUpdateTextureMap = mieUpdateTexture.Map(0, D3D10.MapMode.Write, D3D10.MapFlags.DoNotWait);
            mieUpdateTexture.Unmap(0);

            rayUpdateTextureMap = rayUpdateTexture.Map(0, D3D10.MapMode.Write, D3D10.MapFlags.DoNotWait);
            rayUpdateTexture.Unmap(0);*/
            using (D3D10.ShaderResourceView view = new SlimDX.Direct3D10.ShaderResourceView(Game.gameClass.GetDevice(), rayLookupTexture))
                effect.GetVariableByName("rayLookupTex").AsResource().SetResource(view);
             using (D3D10.ShaderResourceView view = new SlimDX.Direct3D10.ShaderResourceView(Game.gameClass.GetDevice(), mieLookupTexture))
                effect.GetVariableByName("mieLookupTex").AsResource().SetResource(view);

             viewPort = new Viewport();
             viewPort.Height = (int)size.Y;
             viewPort.Width = (int)size.X;
             viewPort.MaxZ = 1.0f;
             viewPort.MinZ = 0.0f;
             viewPort.X = 0;
             viewPort.Y = 0;

             renderTargets[0] = new SlimDX.Direct3D10.RenderTargetView(Game.gameClass.GetDevice(), rayLookupTexture);
             renderTargets[1] = new SlimDX.Direct3D10.RenderTargetView(Game.gameClass.GetDevice(), mieLookupTexture);

             Load(file);

             CalculateLookupOnGPU(-lightDir);
        }
示例#4
0
 internal D3D10EffectPass Clone(D3D.EffectPass pass)
 {
     return(new D3D10EffectPass(_renderer, pass, _layoutMap));
 }
示例#5
0
文件: Terrain.cs 项目: rtshadow/miscs
        //creation functions
        public Terrain(int q, StreamReader file)
        {
            quadSize = q;
            //loading effect
            effect = ResourceManager.mainManager.LoadEffect("Resources\\Effects\\Terrain.fx", ResourceManager.mainManager.GetDefaultEffectPool());
            technique = effect.GetTechniqueByName("Render");
            pass = technique.GetPassByIndex(0);
            //creating layout
            D3D10.InputElement[] elements = new SlimDX.Direct3D10.InputElement[1];
            elements[0] = new SlimDX.Direct3D10.InputElement("TEXCOORD", 0, SlimDX.DXGI.Format.R32G32_Float, 0, 0, D3D10.InputClassification.PerVertexData, 0);
            layout = new SlimDX.Direct3D10.InputLayout(Game.gameClass.GetDevice(), elements, pass.Description.Signature);

            //loading texture
            D3D10.ImageLoadInformation load = new SlimDX.Direct3D10.ImageLoadInformation();
            load.BindFlags = D3D10.BindFlags.ShaderResource;
            load.CpuAccessFlags = D3D10.CpuAccessFlags.None;
            load.MipLevels = 1;
            load.Usage=D3D10.ResourceUsage.Default;
            load.OptionFlags = D3D10.ResourceOptionFlags.None;
            load.FilterFlags = D3D10.FilterFlags.Point;
            load.Format = SlimDX.DXGI.Format.R8G8B8A8_UNorm;
            normalTexture = D3D10.Texture2D.FromFile(Game.gameClass.GetDevice(), Path.GetDirectoryName(Game.gameClass.GetLvLFilePath()) + "\\normals.png", load);
            Globals.mapSize = normalTexture.Description.Width;

            if (Game.gameClass.GetEngineState() != EngineState.play)
            {
                D3D10.Texture2DDescription desc = new SlimDX.Direct3D10.Texture2DDescription();
                desc.ArraySize = 1;
                desc.BindFlags = D3D10.BindFlags.None;
                desc.CpuAccessFlags = D3D10.CpuAccessFlags.Write;
                desc.Format = SlimDX.DXGI.Format.R8G8B8A8_UNorm;
                desc.Height = Globals.mapSize;
                desc.Width = Globals.mapSize;
                desc.Usage = D3D10.ResourceUsage.Staging;
                desc.MipLevels = 1;
                SlimDX.DXGI.SampleDescription sampleDescription = new SlimDX.DXGI.SampleDescription();
                sampleDescription.Count = 1;
                sampleDescription.Quality = 0;
                desc.SampleDescription = sampleDescription;
                normalTexUpdater = new SlimDX.Direct3D10.Texture2D(Game.gameClass.GetDevice(), desc);
                normalData = normalTexUpdater.Map(0, D3D10.MapMode.Write, D3D10.MapFlags.DoNotWait);
                normalTexUpdater.Unmap(0);
            }

               // LoadTextureArray(file);
            //setting up vertices and creating vertex buffer
            LoadVertexInfo();
            CreateVertexBuffer();

            //constant buffer variables
            effect.GetVariableByName("mapSize").AsScalar().Set(Globals.mapSize);
            using(D3D10.ShaderResourceView normalView=new D3D10.ShaderResourceView(Game.gameClass.GetDevice(),normalTexture))
                effect.GetVariableByName("normalMap").AsResource().SetResource(normalView);
              //  using (D3D10.ShaderResourceView texturesView = new D3D10.ShaderResourceView(Game.gameClass.GetDevice(), textures))
            //    effect.GetVariableByName("textures").AsResource().SetResource(texturesView);

            orientations=effect.GetVariableByName("orientations").AsVector();
               // effect.GetVariableByName("texCoordMul").AsScalar().Set(TextureInfo.texCoordMul);
            heightMul = effect.GetVariableByName("heightMul").AsScalar();
            heightMul.Set(Globals.heightMultiplier);

            //handles edit mode
            if (Game.gameClass.GetEngineState() != EngineState.play)
            {
                techniqueEdit = effect.GetTechniqueByName("Edit");
                passEdit = techniqueEdit.GetPassByIndex(0);
                mousePick = effect.GetVariableByName("mousePick").AsVector();
                pickOptions = effect.GetVariableByName("pickOpt").AsVector();
            }
            Globals.SetMap(map);
        }