anx.framework/ANX.Framework.Windows.DX10/GraphicsDeviceWindowsDX10.cs

429 lines
19 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using SharpDX;
using SharpDX.DXGI;
using SharpDX.Direct3D;
using SharpDX.D3DCompiler;
using ANX.Framework.NonXNA;
using SharpDX.Direct3D10;
using ANX.Framework.Graphics;
#endregion // Using Statements
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
using Device = SharpDX.Direct3D10.Device;
using Buffer = SharpDX.Direct3D10.Buffer;
using System.Runtime.InteropServices;
namespace ANX.Framework.Windows.DX10
{
public class GraphicsDeviceWindowsDX10 : INativeGraphicsDevice
{
#region Constants
private const float ColorMultiplier = 1f / 255f;
#endregion
#region Interop
[DllImport("user32.dll")]
private static extern bool SetWindowPos(IntPtr hWnd, IntPtr hWndInsertAfter, int x, int y, int width, int height, uint uFlags);
[DllImport("user32.dll")]
[return: MarshalAs(UnmanagedType.Bool)]
static extern bool GetWindowRect(IntPtr hWnd, out RECT lpRect);
[DllImport("user32.dll")]
[return: MarshalAs(UnmanagedType.Bool)]
static extern bool GetClientRect(IntPtr hWnd, out RECT lpRect);
[StructLayout(LayoutKind.Sequential)]
public struct RECT
{
public int Left; // x position of upper-left corner
public int Top; // y position of upper-left corner
public int Right; // x position of lower-right corner
public int Bottom; // y position of lower-right corner
}
#endregion
private Device device;
private SwapChain swapChain;
private RenderTargetView renderView;
private SharpDX.Direct3D10.Texture2D backBuffer;
internal Effect_DX10 currentEffect;
private VertexBuffer currentVertexBuffer;
private IndexBuffer currentIndexBuffer;
private SharpDX.Direct3D10.Viewport currentViewport;
public GraphicsDeviceWindowsDX10(PresentationParameters presentationParameters)
{
// SwapChain description
var desc = new SwapChainDescription()
{
BufferCount = 1,
ModeDescription = new ModeDescription(presentationParameters.BackBufferWidth, presentationParameters.BackBufferHeight, new Rational(60, 1), Format.R8G8B8A8_UNorm),
IsWindowed = true,
OutputHandle = presentationParameters.DeviceWindowHandle,
SampleDescription = new SampleDescription(1, 0),
SwapEffect = SwapEffect.Discard,
Usage = Usage.RenderTargetOutput
};
// Create Device and SwapChain
#if DIRECTX_DEBUG_LAYER
// http://msdn.microsoft.com/en-us/library/windows/desktop/bb205068(v=vs.85).aspx
Device.CreateWithSwapChain(SharpDX.Direct3D10.DriverType.Hardware, DeviceCreationFlags.Debug, desc, out device, out swapChain);
#else
Device.CreateWithSwapChain(SharpDX.Direct3D10.DriverType.Hardware, DeviceCreationFlags.None, desc, out device, out swapChain);
#endif
// Ignore all windows events
Factory factory = swapChain.GetParent<Factory>();
factory.MakeWindowAssociation(presentationParameters.DeviceWindowHandle, WindowAssociationFlags.IgnoreAll);
// New RenderTargetView from the backbuffer
backBuffer = SharpDX.Direct3D10.Texture2D.FromSwapChain<SharpDX.Direct3D10.Texture2D>(swapChain, 0);
renderView = new RenderTargetView(device, backBuffer);
currentViewport = new SharpDX.Direct3D10.Viewport(0, 0, presentationParameters.BackBufferWidth, presentationParameters.BackBufferHeight);
}
#region Clear
private uint lastClearColor;
private SharpDX.Color4 clearColor;
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;
}
device.ClearRenderTargetView(renderView, clearColor);
}
#endregion
public void Present()
{
swapChain.Present(0, PresentFlags.None);
}
internal Device NativeDevice
{
get
{
return this.device;
}
}
private void SetupEffectForDraw(out SharpDX.Direct3D10.EffectPass pass, out SharpDX.Direct3D10.EffectTechnique technique, out ShaderBytecode passSignature)
{
// get the current effect
//TODO: check for null and throw exception
Effect_DX10 effect = this.currentEffect;
// get the input semantic of the current effect / technique that is used
//TODO: check for null's and throw exceptions
technique = effect.NativeEffect.GetTechniqueByIndex(0);
pass = technique.GetPassByIndex(0);
passSignature = pass.Description.Signature;
}
private void SetupInputLayout(ShaderBytecode passSignature)
{
// get the VertexDeclaration from current VertexBuffer to create input layout for the input assembler
//TODO: check for null and throw exception
VertexDeclaration vertexDeclaration = currentVertexBuffer.VertexDeclaration;
var layout = CreateInputLayout(device, passSignature, vertexDeclaration);
device.InputAssembler.InputLayout = layout;
}
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.ToString() + "'");
}
}
public void DrawIndexedPrimitives(PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numVertices, int startIndex, int primitiveCount)
{
SharpDX.Direct3D10.EffectPass pass; SharpDX.Direct3D10.EffectTechnique technique; ShaderBytecode passSignature;
SetupEffectForDraw(out pass, out technique, out passSignature);
SetupInputLayout(passSignature);
// Prepare All the stages
device.InputAssembler.PrimitiveTopology = FormatConverter.Translate(primitiveType);
device.Rasterizer.SetViewports(currentViewport);
device.OutputMerger.SetTargets(this.renderView);
for (int i = 0; i < technique.Description.PassCount; ++i)
{
pass.Apply();
device.DrawIndexed(CalculateVertexCount(primitiveType, primitiveCount), startIndex, baseVertex);
}
}
public void DrawPrimitives(PrimitiveType primitiveType, int vertexOffset, int primitiveCount)
{
SharpDX.Direct3D10.EffectPass pass; SharpDX.Direct3D10.EffectTechnique technique; ShaderBytecode passSignature;
SetupEffectForDraw(out pass, out technique, out passSignature);
SetupInputLayout(passSignature);
// Prepare All the stages
device.InputAssembler.PrimitiveTopology = FormatConverter.Translate(primitiveType);
device.Rasterizer.SetViewports(currentViewport);
device.OutputMerger.SetTargets(this.renderView);
for (int i = 0; i < technique.Description.PassCount; ++i)
{
pass.Apply();
device.Draw(primitiveCount, vertexOffset);
}
}
public void SetIndexBuffer(IndexBuffer indexBuffer)
{
if (indexBuffer == null)
{
throw new ArgumentNullException("indexBuffer");
}
this.currentIndexBuffer = indexBuffer;
IndexBuffer_DX10 nativeIndexBuffer = indexBuffer.NativeIndexBuffer as IndexBuffer_DX10;
if (nativeIndexBuffer != null)
{
device.InputAssembler.SetIndexBuffer(nativeIndexBuffer.NativeBuffer, FormatConverter.Translate(indexBuffer.IndexElementSize), 0);
}
else
{
throw new Exception("couldn't fetch native DirectX10 IndexBuffer");
}
}
public void SetVertexBuffers(Graphics.VertexBufferBinding[] vertexBuffers)
{
if (vertexBuffers == null)
{
throw new ArgumentNullException("vertexBuffers");
}
this.currentVertexBuffer = vertexBuffers[0].VertexBuffer; //TODO: hmmmmm, not nice :-)
SharpDX.Direct3D10.VertexBufferBinding[] nativeVertexBufferBindings = new SharpDX.Direct3D10.VertexBufferBinding[vertexBuffers.Length];
for (int i = 0; i < vertexBuffers.Length; i++)
{
ANX.Framework.Graphics.VertexBufferBinding anxVertexBufferBinding = vertexBuffers[i];
VertexBuffer_DX10 nativeVertexBuffer = anxVertexBufferBinding.VertexBuffer.NativeVertexBuffer as VertexBuffer_DX10;
if (nativeVertexBuffer != null)
{
nativeVertexBufferBindings[i] = new SharpDX.Direct3D10.VertexBufferBinding(nativeVertexBuffer.NativeBuffer, anxVertexBufferBinding.VertexBuffer.VertexDeclaration.VertexStride, anxVertexBufferBinding.VertexOffset);
}
else
{
throw new Exception("couldn't fetch native DirectX10 VertexBuffer");
}
}
device.InputAssembler.SetVertexBuffers(0, nativeVertexBufferBindings);
}
public void SetViewport(Graphics.Viewport viewport)
{
this.currentViewport = new SharpDX.Direct3D10.Viewport(viewport.X, viewport.Y, viewport.Width, viewport.Height, viewport.MinDepth, viewport.MaxDepth);
}
/// <summary>
/// This method creates a InputLayout which is needed by DirectX 10 for rendering primitives. The VertexDeclaration of ANX/XNA needs to be mapped
/// to the DirectX 10 types. This is what this method is for.
/// </summary>
private InputLayout CreateInputLayout(Device device, ShaderBytecode passSignature, VertexDeclaration vertexDeclaration)
{
VertexElement[] vertexElements = vertexDeclaration.GetVertexElements();
int elementCount = vertexElements.Length;
InputElement[] inputElements = new InputElement[elementCount];
for (int i = 0; i < elementCount; i++)
{
inputElements[i] = CreateInputElementFromVertexElement(vertexElements[i]);
}
// Layout from VertexShader input signature
return new InputLayout(device, passSignature, inputElements);
}
private InputElement CreateInputElementFromVertexElement(VertexElement vertexElement)
{
string elementName = FormatConverter.Translate(vertexElement.VertexElementUsage);
Format elementFormat;
switch (vertexElement.VertexElementFormat)
{
case VertexElementFormat.Vector2:
elementFormat = Format.R32G32_Float;
break;
case VertexElementFormat.Vector3:
elementFormat = Format.R32G32B32_Float;
break;
case VertexElementFormat.Vector4:
elementFormat = Format.R32G32B32A32_Float;
break;
case VertexElementFormat.Color:
elementFormat = Format.R8G8B8A8_UNorm;
break;
default:
throw new Exception("can't map '" + vertexElement.VertexElementFormat.ToString() + "' to DXGI.Format in DirectX10 RenderSystem CreateInputElementFromVertexElement");
}
return new InputElement(elementName, vertexElement.UsageIndex, elementFormat, vertexElement.Offset, 0);
}
public void SetRenderTargets(params RenderTargetBinding[] renderTargets)
{
throw new NotImplementedException();
}
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();
}
public void Clear(ClearOptions options, Vector4 color, float depth, int stencil)
{
throw new NotImplementedException();
}
public void DrawInstancedPrimitives(PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numVertices, int startIndex, int primitiveCount, int instanceCount)
{
throw new NotImplementedException();
}
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
{
throw new NotImplementedException();
}
public void DrawUserPrimitives<T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int primitiveCount, VertexDeclaration vertexDeclaration) where T : struct, IVertexType
{
throw new NotImplementedException();
}
public void ResizeBuffers(PresentationParameters presentationParameters)
{
if (swapChain != null)
{
renderView.Dispose();
backBuffer.Dispose();
//TODO: handle format
swapChain.ResizeBuffers(swapChain.Description.BufferCount, presentationParameters.BackBufferWidth, presentationParameters.BackBufferHeight, Format.R8G8B8A8_UNorm, (int)swapChain.Description.Flags);
backBuffer = SharpDX.Direct3D10.Texture2D.FromSwapChain<SharpDX.Direct3D10.Texture2D>(swapChain, 0);
renderView = new RenderTargetView(device, backBuffer);
}
// resize the render window
RECT windowRect;
RECT clientRect;
if (GetWindowRect(presentationParameters.DeviceWindowHandle, out windowRect) &&
GetClientRect(presentationParameters.DeviceWindowHandle, out clientRect))
{
int width = presentationParameters.BackBufferWidth + ((windowRect.Right - windowRect.Left) - clientRect.Right);
int height = presentationParameters.BackBufferHeight + ((windowRect.Bottom - windowRect.Top) - clientRect.Bottom);
SetWindowPos(presentationParameters.DeviceWindowHandle, IntPtr.Zero, windowRect.Left, windowRect.Top, width, height, 0);
}
}
}
}