/// <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)); } } }
/// <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); }
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); }
internal D3D10EffectPass Clone(D3D.EffectPass pass) { return(new D3D10EffectPass(_renderer, pass, _layoutMap)); }
//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); }