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