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- using System;
- using System.Threading.Tasks;
- using System.Windows.Forms;
- using SlimDX;
- using SlimDX.D3DCompiler;
- using SlimDX.Direct3D11;
- using SlimDX.DXGI;
- using SlimDX.Windows;
- using Device = SlimDX.Direct3D11.Device;
- using Resource = SlimDX.Direct3D11.Resource;
- using Buffer = SlimDX.Direct3D11.Buffer;
- namespace EQ2ModelViewer
- {
- public class FontShaderClass
- {
- private struct MatrixBufferType
- {
- public Matrix world;
- public Matrix view;
- public Matrix projection;
- }
- private struct PixelBufferType
- {
- public Vector4 pixelColor;
- }
- private VertexShader m_VertexShader;
- private PixelShader m_PixelShader;
- private InputLayout m_Layout;
- private Buffer m_MatrixBuffer;
- private SamplerState m_SamplerState;
- private Buffer m_PixelBuffer;
- public bool Initialize(Device device)
- {
- return InitializeShader(device, "Font.vs", "Font.ps");
- }
- private bool InitializeShader(Device device, string vertexShader, string pixelShader)
- {
- ShaderSignature inputSignature;
- string error;
- // load and compile the vertex shader
- using (var bytecode = ShaderBytecode.CompileFromFile(vertexShader, "FontVertexShader", "vs_5_0", ShaderFlags.EnableStrictness, EffectFlags.None, null, null, out error))
- {
- inputSignature = ShaderSignature.GetInputSignature(bytecode);
- m_VertexShader = new VertexShader(device, bytecode);
- }
- if (m_VertexShader == null)
- {
- Console.WriteLine("InitializeShader: Error creating vertex shader: " + error);
- return false;
- }
- // load and compile the pixel shader
- using (var bytecode = ShaderBytecode.CompileFromFile(pixelShader, "FontPixelShader", "ps_5_0", ShaderFlags.EnableStrictness, EffectFlags.None, null, null, out error))
- m_PixelShader = new PixelShader(device, bytecode);
- if (m_PixelShader == null)
- {
- Console.WriteLine("InitializeShader: Error creating pixel shader: " + error);
- return false;
- }
- var elements = new[] {
- new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0, InputClassification.PerVertexData, 0),
- new InputElement("TEXCOORD", 0, Format.R32G32_Float, -1, 0, InputClassification.PerVertexData, 0) };
- m_Layout = new InputLayout(device, inputSignature, elements);
- m_MatrixBuffer = new Buffer(device, System.Runtime.InteropServices.Marshal.SizeOf(typeof(MatrixBufferType)), ResourceUsage.Dynamic, BindFlags.ConstantBuffer, CpuAccessFlags.Write, ResourceOptionFlags.None, 0);
- if (m_MatrixBuffer == null)
- {
- Console.WriteLine("InitializeShader: Unable to create the matrix buffer.");
- return false;
- }
- SamplerDescription samplerDesc = new SamplerDescription();
- samplerDesc.Filter = Filter.MinMagMipLinear;
- samplerDesc.AddressU = TextureAddressMode.Wrap;
- samplerDesc.AddressV = TextureAddressMode.Wrap;
- samplerDesc.AddressW = TextureAddressMode.Wrap;
- samplerDesc.MipLodBias = 0.0f;
- samplerDesc.MaximumAnisotropy = 1;
- samplerDesc.ComparisonFunction = Comparison.Always;
- samplerDesc.BorderColor = new Color4(0.0f, 0.0f, 0.0f, 0.0f);
- samplerDesc.MinimumLod = 0;
- samplerDesc.MaximumLod = 3.402823466e+38f; // from d3d11.h, #define D3D11_FLOAT32_MAX ( 3.402823466e+38f )
- m_SamplerState = SamplerState.FromDescription(device, samplerDesc);
- if (m_SamplerState == null)
- {
- Console.WriteLine("InitializeShader: Unable to create the sampler state.");
- return false;
- }
- m_PixelBuffer = new Buffer(device, System.Runtime.InteropServices.Marshal.SizeOf(typeof(PixelBufferType)), ResourceUsage.Dynamic, BindFlags.ConstantBuffer, CpuAccessFlags.Write, ResourceOptionFlags.None, 0);
- if (m_PixelBuffer == null)
- {
- Console.WriteLine("InitializeShader: Unable to create the pixel buffer.");
- return false;
- }
- return true;
- }
- public void ShutDown()
- {
- m_VertexShader.Dispose();
- m_PixelShader.Dispose();
- m_Layout.Dispose();
- m_MatrixBuffer.Dispose();
- m_SamplerState.Dispose();
- m_PixelBuffer.Dispose();
- }
- private bool SetShaderParameters(DeviceContext context, Matrix worldMatrix, Matrix viewMatrix, Matrix projectionMatrix, ShaderResourceView texture, Vector4 PixelColor)
- {
- Matrix.Transpose(ref worldMatrix, out worldMatrix);
- Matrix.Transpose(ref viewMatrix, out viewMatrix);
- Matrix.Transpose(ref projectionMatrix, out projectionMatrix);
- var mappedResource = context.MapSubresource(m_MatrixBuffer, 0, MapMode.WriteDiscard, SlimDX.Direct3D11.MapFlags.None);
- MatrixBufferType data = new MatrixBufferType();
- data.world = worldMatrix;
- data.view = viewMatrix;
- data.projection = projectionMatrix;
- mappedResource.Data.Write<MatrixBufferType>(data);
- context.UnmapSubresource(m_MatrixBuffer, 0);
- context.VertexShader.SetConstantBuffer(m_MatrixBuffer, 0);
- context.PixelShader.SetShaderResource(texture, 0);
- mappedResource = context.MapSubresource(m_PixelBuffer, 0, MapMode.WriteDiscard, SlimDX.Direct3D11.MapFlags.None);
- PixelBufferType data2 = new PixelBufferType();
- data2.pixelColor = PixelColor;
- mappedResource.Data.Write<PixelBufferType>(data2);
- context.UnmapSubresource(m_PixelBuffer, 0);
- context.PixelShader.SetConstantBuffer(m_PixelBuffer, 0);
- return true;
- }
- public bool Render(DeviceContext context, int indexCount, Matrix worldMatrix, Matrix viewMatrix, Matrix projectionMatrix, ShaderResourceView texture, Vector4 PixelColor)
- {
- if (!SetShaderParameters(context, worldMatrix, viewMatrix, projectionMatrix, texture, PixelColor))
- return false;
- RenderShader(context, indexCount);
- return true;
- }
- private void RenderShader(DeviceContext context, int indexCount)
- {
- // Set the vertex input layout
- context.InputAssembler.InputLayout = m_Layout;
- // Set the vertex and pixel shaders that will be used to render
- context.VertexShader.Set(m_VertexShader);
- context.PixelShader.Set(m_PixelShader);
- // Set the sampler state in the pixel shader
- context.PixelShader.SetSampler(m_SamplerState, 0);
- // Render
- context.DrawIndexed(indexCount, 0, 0);
- }
- }
- }
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