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C#
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using System;
using ANX.Framework;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using SharpDX.DXGI;
using Dx11 = SharpDX.Direct3D11;
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace ANX.RenderSystem.Windows.Metro
{
public class GraphicsDeviceWindowsMetro : INativeGraphicsDevice
{
#region Constants
private const float ColorMultiplier = 1f / 255f;
#endregion
#region Private
internal EffectTechnique_Metro currentTechnique;
private VertexBuffer currentVertexBuffer;
private Dx11.Viewport currentViewport;
private uint lastClearColor;
private SharpDX.Color4 clearColor;
private bool vSyncEnabled;
internal NativeDxDevice NativeDevice
{
get;
private set;
}
#endregion
#region Public
public bool VSync
{
get
{
return this.vSyncEnabled;
}
set
{
this.vSyncEnabled = value;
}
}
public Rectangle ScissorRectangle
{
get { throw new NotImplementedException(); }
set { throw new NotImplementedException(); }
}
#endregion
#region Constructor
public GraphicsDeviceWindowsMetro(PresentationParameters presentationParameters)
{
this.vSyncEnabled = true;
NativeDevice = new NativeDxDevice(presentationParameters);
ResizeRenderWindow(presentationParameters);
currentViewport = new Dx11.Viewport(0, 0,
presentationParameters.BackBufferWidth,
presentationParameters.BackBufferHeight);
}
#endregion
#region Clear
public void Clear(ref Color color)
{
uint newClearColor = color.PackedValue;
if (lastClearColor != newClearColor)
{
lastClearColor = newClearColor;
clearColor.Red = color.R * ColorMultiplier;
clearColor.Green = color.G * ColorMultiplier;
clearColor.Blue = color.B * ColorMultiplier;
clearColor.Alpha = color.A * ColorMultiplier;
}
NativeDevice.Clear(clearColor);
}
public void Clear(ClearOptions options, Vector4 color, float depth, int stencil)
{
if ((options & ClearOptions.Target) == ClearOptions.Target)
{
// Clear a RenderTarget (or BackBuffer)
this.clearColor.Red = color.X;
this.clearColor.Green = color.Y;
this.clearColor.Blue = color.Z;
this.clearColor.Alpha = color.W;
this.lastClearColor = 0;
NativeDevice.Clear(clearColor);
}
if ((options | ClearOptions.Stencil | ClearOptions.DepthBuffer) == options)
{
// Clear the stencil buffer
NativeDevice.ClearDepthAndStencil(Dx11.DepthStencilClearFlags.Depth | Dx11.DepthStencilClearFlags.Stencil, depth, (byte)stencil);
}
else if ((options | ClearOptions.Stencil) == options)
{
NativeDevice.ClearDepthAndStencil(Dx11.DepthStencilClearFlags.Stencil, depth, (byte)stencil);
}
else
{
NativeDevice.ClearDepthAndStencil(Dx11.DepthStencilClearFlags.Depth, depth, (byte)stencil);
}
}
#endregion
#region Present
public void Present()
{
NativeDevice.Present(this.vSyncEnabled ? 1 : 0);
}
#endregion
#region DrawIndexedPrimitives
public void DrawIndexedPrimitives(PrimitiveType primitiveType, int baseVertex,
int minVertexIndex, int numVertices, int startIndex, int primitiveCount, IndexBuffer indexBuffer)
{
SetInputLayout();
ApplyPrimitiveType(primitiveType);
NativeDevice.SetDefaultTargets();
if (indexBuffer != null)
{
SetIndexBuffer(indexBuffer);
}
int indexCount = CalculateVertexCount(primitiveType, primitiveCount);
for (int passIndex = 0; passIndex < currentTechnique.PassCount; passIndex++)
{
currentTechnique[passIndex].Apply(NativeDevice);
NativeDevice.NativeContext.DrawIndexed(indexCount, startIndex, baseVertex);
}
}
#endregion
#region DrawPrimitives
public void DrawPrimitives(PrimitiveType primitiveType, int vertexOffset, int primitiveCount)
{
SetInputLayout();
ApplyPrimitiveType(primitiveType);
NativeDevice.SetDefaultTargets();
for (int passIndex = 0; passIndex < currentTechnique.PassCount; passIndex++)
{
currentTechnique[passIndex].Apply(NativeDevice);
NativeDevice.NativeContext.Draw(primitiveCount, vertexOffset);
}
}
#endregion
#region DrawInstancedPrimitives
public void DrawInstancedPrimitives(PrimitiveType primitiveType,
int baseVertex, int minVertexIndex, int numVertices, int startIndex,
int primitiveCount, int instanceCount, IndexBuffer indexBuffer)
{
NativeDevice.NativeContext.DrawIndexedInstanced(numVertices,
instanceCount, startIndex, baseVertex, 0);
}
#endregion // DrawInstancedPrimitives
#region DrawUserIndexedPrimitives<T>
public void DrawUserIndexedPrimitives<T>(PrimitiveType primitiveType, T[] vertexData,
int vertexOffset, int numVertices, Array indexData, int indexOffset, int primitiveCount,
VertexDeclaration vertexDeclaration, IndexElementSize indexFormat)
where T : struct, IVertexType
{
int vertexCount = vertexData.Length;
int indexCount = indexData.Length;
VertexBuffer_Metro vb11 = new VertexBuffer_Metro(NativeDevice.NativeDevice, vertexDeclaration, vertexCount, BufferUsage.None);
vb11.SetData<T>(null, vertexData);
Dx11.VertexBufferBinding nativeVertexBufferBindings = new Dx11.VertexBufferBinding(vb11.NativeBuffer, vertexDeclaration.VertexStride, 0);
NativeDevice.NativeContext.InputAssembler.SetVertexBuffers(0, nativeVertexBufferBindings);
IndexBuffer_Metro idxMetro = new IndexBuffer_Metro(NativeDevice.NativeDevice, indexFormat, indexCount, BufferUsage.None);
IndexElementSize indexElementSize;
if (indexData.GetType() == typeof(Int16[]))
{
idxMetro.SetData<short>(null, (short[])indexData);
indexElementSize = IndexElementSize.SixteenBits;
}
else
{
idxMetro.SetData<int>(null, (int[])indexData);
indexElementSize = IndexElementSize.ThirtyTwoBits;
}
NativeDevice.NativeContext.InputAssembler.SetIndexBuffer(idxMetro.NativeBuffer, FormatConverter.Translate(indexElementSize), 0);
DrawIndexedPrimitives(primitiveType, 0, vertexOffset, numVertices, indexOffset, primitiveCount, null);
}
#endregion // DrawUserIndexedPrimitives<T>
#region DrawUserPrimitives<T>
public void DrawUserPrimitives<T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset,
int primitiveCount, VertexDeclaration vertexDeclaration) where T : struct, IVertexType
{
int vertexCount = vertexData.Length;
VertexBuffer_Metro vbMetro = new VertexBuffer_Metro(NativeDevice.NativeDevice,
vertexDeclaration, vertexCount, BufferUsage.None);
vbMetro.SetData<T>(null, vertexData);
Dx11.VertexBufferBinding nativeVertexBufferBindings = new Dx11.VertexBufferBinding(
vbMetro.NativeBuffer, vertexDeclaration.VertexStride, 0);
NativeDevice.NativeContext.InputAssembler.SetVertexBuffers(0, nativeVertexBufferBindings);
DrawPrimitives(primitiveType, vertexOffset, primitiveCount);
}
#endregion // DrawUserPrimitives<T>
#region ApplyPrimitiveType
private void ApplyPrimitiveType(PrimitiveType primitiveType)
{
var d3dContext = NativeDevice.NativeContext;
d3dContext.InputAssembler.PrimitiveTopology = FormatConverter.Translate(primitiveType);
}
#endregion
#region CalculateVertexCount
private int CalculateVertexCount(PrimitiveType type, int primitiveCount)
{
if (type == PrimitiveType.TriangleList)
return primitiveCount * 3;
else if (type == PrimitiveType.LineList)
return primitiveCount * 2;
else if (type == PrimitiveType.LineStrip)
return primitiveCount + 1;
else if (type == PrimitiveType.TriangleStrip)
return primitiveCount + 2;
else
throw new NotImplementedException("couldn't calculate vertex count for PrimitiveType '" + type + "'");
}
#endregion
#region SetIndexBuffer
public void SetIndexBuffer(IndexBuffer indexBuffer)
{
if (indexBuffer == null)
throw new ArgumentNullException("indexBuffer");
IndexBuffer_Metro nativeIndexBuffer = indexBuffer.NativeIndexBuffer as IndexBuffer_Metro;
if (nativeIndexBuffer != null)
{
NativeDevice.NativeContext.InputAssembler.SetIndexBuffer(nativeIndexBuffer.NativeBuffer,
FormatConverter.Translate(indexBuffer.IndexElementSize), 0);
}
else
{
throw new Exception("couldn't fetch native DirectX10 IndexBuffer");
}
}
#endregion
#if XNAEXT
public void SetConstantBuffer(int slot, ANX.Framework.Graphics.ConstantBuffer constantBuffer)
{
if (constantBuffer == null)
{
throw new ArgumentNullException("constantBuffer");
}
throw new NotImplementedException();
}
#endif
#region SetVertexBuffers
public void SetVertexBuffers(VertexBufferBinding[] vertexBuffers)
{
if (vertexBuffers == null)
throw new ArgumentNullException("vertexBuffers");
this.currentVertexBuffer = vertexBuffers[0].VertexBuffer; //TODO: hmmmmm, not nice :-)
var nativeVertexBufferBindings = new Dx11.VertexBufferBinding[vertexBuffers.Length];
for (int i = 0; i < vertexBuffers.Length; i++)
{
VertexBufferBinding anxVertexBufferBinding = vertexBuffers[i];
VertexBuffer_Metro nativeVertexBuffer =
anxVertexBufferBinding.VertexBuffer.NativeVertexBuffer as VertexBuffer_Metro;
if (nativeVertexBuffer != null)
{
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int vertexStride = anxVertexBufferBinding.VertexBuffer.VertexDeclaration.VertexStride;
nativeVertexBufferBindings[i] = new Dx11.VertexBufferBinding(nativeVertexBuffer.NativeBuffer, vertexStride, anxVertexBufferBinding.VertexOffset * vertexStride);
}
else
{
throw new Exception("couldn't fetch native DirectX10 VertexBuffer");
}
}
NativeDevice.NativeContext.InputAssembler.SetVertexBuffers(0, nativeVertexBufferBindings);
}
#endregion
#region SetViewport
public void SetViewport(Viewport viewport)
{
this.currentViewport = new Dx11.Viewport(viewport.X, viewport.Y,
viewport.Width, viewport.Height, viewport.MinDepth, viewport.MaxDepth);
}
#endregion
#region SetInputLayout
private void SetInputLayout()
{
VertexElement[] vertexElements = currentVertexBuffer.VertexDeclaration.GetVertexElements();
int elementCount = vertexElements.Length;
var inputElements = new Dx11.InputElement[elementCount];
for (int i = 0; i < elementCount; i++)
{
inputElements[i] = CreateInputElementFromVertexElement(vertexElements[i]);
}
var nativePass = currentTechnique[0];
NativeDevice.NativeContext.InputAssembler.InputLayout =
nativePass.BuildLayout(NativeDevice.NativeDevice, inputElements);
}
#endregion
#region CreateInputElementFromVertexElement
private Dx11.InputElement CreateInputElementFromVertexElement(VertexElement vertexElement)
{
string elementName = FormatConverter.Translate(vertexElement.VertexElementUsage);
Format elementFormat = FormatConverter.Translate(vertexElement.VertexElementFormat);
return new Dx11.InputElement(elementName, vertexElement.UsageIndex, elementFormat,
vertexElement.Offset, 0);
}
#endregion
#region SetRenderTargets (TODO)
public void SetRenderTargets(params RenderTargetBinding[] renderTargets)
{
/*if (renderTargets == null)
{
// reset the RenderTarget to backbuffer
if (renderTargetView != null)
{
renderTargetView.Dispose();
renderTargetView = null;
}
//TODO: device.OutputMerger.SetRenderTargets(1, new RenderTargetView[] { this.renderView }, this.depthStencilView);
deviceContext.OutputMerger.SetTargets(this.depthStencilView, this.renderView);
}
else
{
if (renderTargets.Length == 1)
{
RenderTarget2D renderTarget = renderTargets[0].RenderTarget as RenderTarget2D;
RenderTarget2D_Metro nativeRenderTarget = renderTarget.NativeRenderTarget as RenderTarget2D_Metro;
if (renderTarget != null)
{
if (renderTargetView != null)
{
renderTargetView.Dispose();
renderTargetView = null;
}
this.renderTargetView = new RenderTargetView(deviceContext.Device, ((Texture2D_Metro)nativeRenderTarget).NativeShaderResourceView.Resource);
DepthStencilView depthStencilView = null;
deviceContext.OutputMerger.SetTargets(new RenderTargetView[] { this.renderTargetView });
//deviceContext.OutputMerger.SetTargets(new RenderTargetView[] { this.renderTargetView }, depthStencilView);
//TODO: set depthStencilView
}
}
else
{
throw new NotImplementedException("handling of multiple RenderTargets are not yet implemented");
}
}*/
}
#endregion
#region GetBackBufferData (TODO)
public void GetBackBufferData<T>(Rectangle? rect, T[] data, int startIndex, int elementCount) where T : struct
{
throw new NotImplementedException();
}
public void GetBackBufferData<T>(T[] data) where T : struct
{
throw new NotImplementedException();
}
public void GetBackBufferData<T>(T[] data, int startIndex, int elementCount) where T : struct
{
throw new NotImplementedException();
}
#endregion
#region ResizeBuffers
public void ResizeBuffers(PresentationParameters presentationParameters)
{
NativeDevice.Resize(presentationParameters);
ResizeRenderWindow(presentationParameters);
}
#endregion
#region ResizeRenderWindow (TODO)
private void ResizeRenderWindow(PresentationParameters presentationParameters)
{
// TODO
//WindowsGameWindow gameWindow = (WindowsGameHost.Instance.Window as WindowsGameWindow);
//if (gameWindow.Form != null)
//{
//gameWindow.Form.Bounds
//}
}
#endregion
#region Dispose
public void Dispose()
{
if (NativeDevice != null)
{
NativeDevice.Dispose();
NativeDevice = null;
}
}
#endregion
}
}