SND\AstrorEnales_cp d17743ef3a - Some smaller Refactorings in Metro systems
- Added a bunch of Basic TypeWriters to the ContentPipeline
2012-08-14 13:07:24 +00:00

480 lines
16 KiB
C#

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 Effect_Metro currentEffect;
private VertexBuffer currentVertexBuffer;
private IndexBuffer currentIndexBuffer;
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;
}
}
#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 // Present
#region DrawPrimitives & DrawIndexedPrimitives
public void DrawIndexedPrimitives(PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numVertices, int startIndex, int primitiveCount)
{
//Dx11.EffectPass pass; Dx11.EffectTechnique technique; ShaderBytecode passSignature;
//SetupEffectForDraw(out pass, out technique, out passSignature);
//SetupInputLayout(passSignature);
//// Prepare All the stages
//deviceContext.InputAssembler.PrimitiveTopology = FormatConverter.Translate(primitiveType);
//deviceContext.Rasterizer.SetViewports(currentViewport);
//deviceContext.OutputMerger.SetTargets(this.depthStencilView, this.renderView);
//for (int i = 0; i < technique.Description.PassCount; ++i)
//{
// pass.Apply();
// deviceContext.DrawIndexed(CalculateVertexCount(primitiveType, primitiveCount), startIndex, baseVertex);
//}
}
public void DrawPrimitives(PrimitiveType primitiveType, int vertexOffset, int primitiveCount)
{
//Dx11.EffectPass pass; Dx11.EffectTechnique technique; ShaderBytecode passSignature;
//SetupEffectForDraw(out pass, out technique, out passSignature);
//SetupInputLayout(passSignature);
//// Prepare All the stages
//deviceContext.InputAssembler.PrimitiveTopology = FormatConverter.Translate(primitiveType);
//deviceContext.Rasterizer.SetViewports(currentViewport);
//deviceContext.OutputMerger.SetTargets(this.depthStencilView, this.renderView);
//for (int i = 0; i < technique.Description.PassCount; ++i)
//{
// pass.Apply();
// deviceContext.Draw(primitiveCount, vertexOffset);
//}
}
#endregion // DrawPrimitives & DrawIndexedPrimitives
#region DrawInstancedPrimitives
public void DrawInstancedPrimitives(PrimitiveType primitiveType,
int baseVertex, int minVertexIndex, int numVertices, int startIndex,
int primitiveCount, int instanceCount)
{
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);
if (indexData.GetType() == typeof(Int16[]))
{
idxMetro.SetData<short>(null, (short[])indexData);
}
else
{
idxMetro.SetData<int>(null, (int[])indexData);
}
DrawIndexedPrimitives(primitiveType, 0, vertexOffset, numVertices, indexOffset, primitiveCount);
}
#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>
//private void SetupEffectForDraw(out Dx11.EffectPass pass, out Dx11.EffectTechnique technique, out ShaderBytecode passSignature)
//{
// // get the current effect
// //TODO: check for null and throw exception
// Effect_Metro 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(NativeDevice.NativeDevice, passSignature, vertexDeclaration);
NativeDevice.NativeContext.InputAssembler.InputLayout = layout;
}*/
#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.ToString() + "'");
}
}
#endregion
#region SetIndexBuffer
public void SetIndexBuffer(IndexBuffer indexBuffer)
{
if (indexBuffer == null)
{
throw new ArgumentNullException("indexBuffer");
}
this.currentIndexBuffer = 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
#region SetVertexBuffers
public void SetVertexBuffers(VertexBufferBinding[] vertexBuffers)
{
if (vertexBuffers == null)
{
throw new ArgumentNullException("vertexBuffers");
}
this.currentVertexBuffer = vertexBuffers[0].VertexBuffer; //TODO: hmmmmm, not nice :-)
Dx11.VertexBufferBinding[] nativeVertexBufferBindings = new Dx11.VertexBufferBinding[vertexBuffers.Length];
for (int i = 0; i < vertexBuffers.Length; i++)
{
ANX.Framework.Graphics.VertexBufferBinding anxVertexBufferBinding = vertexBuffers[i];
VertexBuffer_Metro nativeVertexBuffer = anxVertexBufferBinding.VertexBuffer.NativeVertexBuffer as VertexBuffer_Metro;
if (nativeVertexBuffer != null)
{
nativeVertexBufferBindings[i] = new Dx11.VertexBufferBinding(nativeVertexBuffer.NativeBuffer, anxVertexBufferBinding.VertexBuffer.VertexDeclaration.VertexStride, anxVertexBufferBinding.VertexOffset);
}
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
/*
/// <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 Dx11.InputLayout CreateInputLayout(Dx11.Device1 device, ShaderBytecode passSignature, VertexDeclaration vertexDeclaration)
{
VertexElement[] vertexElements = vertexDeclaration.GetVertexElements();
int elementCount = vertexElements.Length;
var inputElements = new Dx11.InputElement[elementCount];
for (int i = 0; i < elementCount; i++)
{
inputElements[i] = CreateInputElementFromVertexElement(vertexElements[i]);
}
// Layout from VertexShader input signature
byte[] data = new byte[passSignature.BufferSize];
unsafe
{
byte* ptr = (byte*)passSignature.BufferPointer;
for (int index = 0; index < data.Length; index++)
{
data[index] = *ptr;
ptr++;
}
}
return new Dx11.InputLayout(device, data, inputElements);
}*/
#region CreateInputElementFromVertexElement
private Dx11.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 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
}
}