- Started refactoring all the Metro rendering classes - Fixed some missing License headers
475 lines
16 KiB
C#
475 lines
16 KiB
C#
using System;
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using ANX.Framework;
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using ANX.Framework.Graphics;
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using ANX.Framework.NonXNA;
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using SharpDX.DXGI;
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using Dx11 = SharpDX.Direct3D11;
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// This file is part of the ANX.Framework created by the
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// "ANX.Framework developer group" and released under the Ms-PL license.
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// For details see: http://anxframework.codeplex.com/license
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namespace ANX.RenderSystem.Windows.Metro
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{
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public class GraphicsDeviceWindowsMetro : 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 Private
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internal Effect_Metro currentEffect;
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private VertexBuffer currentVertexBuffer;
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private IndexBuffer currentIndexBuffer;
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private Dx11.Viewport currentViewport;
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private uint lastClearColor;
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private SharpDX.Color4 clearColor;
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private bool vSyncEnabled;
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internal NativeDxDevice NativeDevice
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{
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get;
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private set;
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}
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#endregion
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#region Public
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public bool VSync
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{
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get
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{
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return this.vSyncEnabled;
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}
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set
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{
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this.vSyncEnabled = value;
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}
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}
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#endregion
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#region Constructor
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public GraphicsDeviceWindowsMetro(PresentationParameters presentationParameters)
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{
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this.vSyncEnabled = true;
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NativeDevice = new NativeDxDevice(presentationParameters);
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ResizeRenderWindow(presentationParameters);
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currentViewport = new Dx11.Viewport(0, 0, presentationParameters.BackBufferWidth, presentationParameters.BackBufferHeight);
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}
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#endregion
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#region Clear
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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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NativeDevice.Clear(clearColor);
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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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if ((options & ClearOptions.Target) == ClearOptions.Target)
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{
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// Clear a RenderTarget (or BackBuffer)
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this.clearColor.Red = color.X;
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this.clearColor.Green = color.Y;
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this.clearColor.Blue = color.Z;
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this.clearColor.Alpha = color.W;
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this.lastClearColor = 0;
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NativeDevice.Clear(clearColor);
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}
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if ((options | ClearOptions.Stencil | ClearOptions.DepthBuffer) == options)
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{
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// Clear the stencil buffer
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NativeDevice.ClearDepthAndStencil(Dx11.DepthStencilClearFlags.Depth | Dx11.DepthStencilClearFlags.Stencil, depth, (byte)stencil);
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}
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else if ((options | ClearOptions.Stencil) == options)
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{
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NativeDevice.ClearDepthAndStencil(Dx11.DepthStencilClearFlags.Stencil, depth, (byte)stencil);
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}
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else
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{
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NativeDevice.ClearDepthAndStencil(Dx11.DepthStencilClearFlags.Depth, depth, (byte)stencil);
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}
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}
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#endregion
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#region Present
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public void Present()
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{
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NativeDevice.Present(this.vSyncEnabled ? 1 : 0);
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}
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#endregion // Present
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#region DrawPrimitives & DrawIndexedPrimitives
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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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//Dx11.EffectPass pass; Dx11.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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//deviceContext.InputAssembler.PrimitiveTopology = FormatConverter.Translate(primitiveType);
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//deviceContext.Rasterizer.SetViewports(currentViewport);
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//deviceContext.OutputMerger.SetTargets(this.depthStencilView, 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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// deviceContext.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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//Dx11.EffectPass pass; Dx11.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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//deviceContext.InputAssembler.PrimitiveTopology = FormatConverter.Translate(primitiveType);
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//deviceContext.Rasterizer.SetViewports(currentViewport);
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//deviceContext.OutputMerger.SetTargets(this.depthStencilView, 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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// deviceContext.Draw(primitiveCount, vertexOffset);
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//}
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}
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#endregion // DrawPrimitives & DrawIndexedPrimitives
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#region DrawInstancedPrimitives
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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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NativeDevice.NativeContext.DrawIndexedInstanced(numVertices, instanceCount, startIndex, baseVertex, 0);
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}
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#endregion // DrawInstancedPrimitives
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#region DrawUserIndexedPrimitives<T>
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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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int vertexCount = vertexData.Length;
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int indexCount = indexData.Length;
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VertexBuffer_Metro vb11 = new VertexBuffer_Metro(NativeDevice.NativeDevice, vertexDeclaration, vertexCount, BufferUsage.None);
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vb11.SetData<T>(null, vertexData);
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Dx11.VertexBufferBinding nativeVertexBufferBindings = new Dx11.VertexBufferBinding(vb11.NativeBuffer, vertexDeclaration.VertexStride, 0);
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NativeDevice.NativeContext.InputAssembler.SetVertexBuffers(0, nativeVertexBufferBindings);
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IndexBuffer_Metro idxMetro = new IndexBuffer_Metro(NativeDevice.NativeDevice, indexFormat, indexCount, BufferUsage.None);
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if (indexData.GetType() == typeof(Int16[]))
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{
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idxMetro.SetData<short>(null, (short[])indexData);
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}
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else
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{
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idxMetro.SetData<int>(null, (int[])indexData);
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}
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DrawIndexedPrimitives(primitiveType, 0, vertexOffset, numVertices, indexOffset, primitiveCount);
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}
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#endregion // DrawUserIndexedPrimitives<T>
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#region DrawUserPrimitives<T>
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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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int vertexCount = vertexData.Length;
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VertexBuffer_Metro vbMetro = new VertexBuffer_Metro(NativeDevice.NativeDevice, vertexDeclaration, vertexCount, BufferUsage.None);
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vbMetro.SetData<T>(null, vertexData);
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Dx11.VertexBufferBinding nativeVertexBufferBindings = new Dx11.VertexBufferBinding(vbMetro.NativeBuffer, vertexDeclaration.VertexStride, 0);
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NativeDevice.NativeContext.InputAssembler.SetVertexBuffers(0, nativeVertexBufferBindings);
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DrawPrimitives(primitiveType, vertexOffset, primitiveCount);
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}
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#endregion // DrawUserPrimitives<T>
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//private void SetupEffectForDraw(out Dx11.EffectPass pass, out Dx11.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_Metro 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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/*
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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(NativeDevice.NativeDevice, passSignature, vertexDeclaration);
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NativeDevice.NativeContext.InputAssembler.InputLayout = layout;
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}*/
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#region CalculateVertexCount
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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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#endregion
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#region SetIndexBuffer
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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_Metro nativeIndexBuffer = indexBuffer.NativeIndexBuffer as IndexBuffer_Metro;
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if (nativeIndexBuffer != null)
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{
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NativeDevice.NativeContext.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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#endregion
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#region SetVertexBuffers
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public void SetVertexBuffers(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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Dx11.VertexBufferBinding[] nativeVertexBufferBindings = new Dx11.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_Metro nativeVertexBuffer = anxVertexBufferBinding.VertexBuffer.NativeVertexBuffer as VertexBuffer_Metro;
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if (nativeVertexBuffer != null)
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{
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nativeVertexBufferBindings[i] = new Dx11.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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NativeDevice.NativeContext.InputAssembler.SetVertexBuffers(0, nativeVertexBufferBindings);
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}
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#endregion
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#region SetViewport
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public void SetViewport(Viewport viewport)
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{
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this.currentViewport = new Dx11.Viewport(viewport.X, viewport.Y,
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viewport.Width, viewport.Height, viewport.MinDepth, viewport.MaxDepth);
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}
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#endregion
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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 Dx11.InputLayout CreateInputLayout(Dx11.Device1 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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var inputElements = new Dx11.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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byte[] data = new byte[passSignature.BufferSize];
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unsafe
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{
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byte* ptr = (byte*)passSignature.BufferPointer;
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for (int index = 0; index < data.Length; index++)
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{
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data[index] = *ptr;
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ptr++;
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}
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}
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return new Dx11.InputLayout(device, data, inputElements);
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}*/
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#region CreateInputElementFromVertexElement
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private Dx11.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 Dx11.InputElement(elementName, vertexElement.UsageIndex, elementFormat, vertexElement.Offset, 0);
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}
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#endregion
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#region SetRenderTargets (TODO)
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public void SetRenderTargets(params RenderTargetBinding[] renderTargets)
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{
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/*if (renderTargets == null)
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{
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// reset the RenderTarget to backbuffer
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if (renderTargetView != null)
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{
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renderTargetView.Dispose();
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renderTargetView = null;
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}
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//TODO: device.OutputMerger.SetRenderTargets(1, new RenderTargetView[] { this.renderView }, this.depthStencilView);
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deviceContext.OutputMerger.SetTargets(this.depthStencilView, this.renderView);
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}
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else
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{
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if (renderTargets.Length == 1)
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{
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RenderTarget2D renderTarget = renderTargets[0].RenderTarget as RenderTarget2D;
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RenderTarget2D_Metro nativeRenderTarget = renderTarget.NativeRenderTarget as RenderTarget2D_Metro;
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if (renderTarget != null)
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{
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if (renderTargetView != null)
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{
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renderTargetView.Dispose();
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renderTargetView = null;
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}
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this.renderTargetView = new RenderTargetView(deviceContext.Device, ((Texture2D_Metro)nativeRenderTarget).NativeShaderResourceView.Resource);
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DepthStencilView depthStencilView = null;
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deviceContext.OutputMerger.SetTargets(new RenderTargetView[] { this.renderTargetView });
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//deviceContext.OutputMerger.SetTargets(new RenderTargetView[] { this.renderTargetView }, depthStencilView);
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//TODO: set depthStencilView
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}
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}
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else
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{
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throw new NotImplementedException("handling of multiple RenderTargets are not yet implemented");
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}
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}*/
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}
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#endregion
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#region GetBackBufferData (TODO)
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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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#endregion
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#region ResizeBuffers
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public void ResizeBuffers(PresentationParameters presentationParameters)
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{
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NativeDevice.Resize(presentationParameters);
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ResizeRenderWindow(presentationParameters);
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}
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#endregion
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#region ResizeRenderWindow (TODO)
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private void ResizeRenderWindow(PresentationParameters presentationParameters)
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{
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// TODO
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//WindowsGameWindow gameWindow = (WindowsGameHost.Instance.Window as WindowsGameWindow);
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//if (gameWindow.Form != null)
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//{
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//gameWindow.Form.Bounds
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//}
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}
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#endregion
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#region Dispose
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public void Dispose()
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{
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if (NativeDevice != null)
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{
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NativeDevice.Dispose();
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NativeDevice = null;
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}
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}
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#endregion
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}
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}
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