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- //--------------------------------------------------------------------------------------
- // File: HLSLwithoutEffects.cs
- //
- // Desc: Sample showing a simple vertex shader in D3DX High Level Shader
- // Language (HLSL) without using an Effect object. Not using the
- // Effect object is a more difficult method of using HLSL. See
- // the BasicHLSL sample for a simpler method of using HLSL.
- //
- // Copyright (c) Microsoft Corporation. All rights reserved.
- //--------------------------------------------------------------------------------------
-
- // #define DEBUG_VS // Uncomment this line to debug vertex shaders
- // #define DEBUG_PS // Uncomment this line to debug pixel shaders
-
- using System;
- using Microsoft.DirectX;
- using Microsoft.DirectX.Direct3D;
- using Microsoft.Samples.DirectX.UtilityToolkit;
-
- namespace HLSLWithoutEffectsSample
- {
- /// <summary>
- /// Class for using HLSL without the Effects framework
- /// </summary>
- public class HlslWithoutEffects : IFrameworkCallback, IDeviceCreation
- {
- #region Creation
- /// <summary>Create a new instance of the class</summary>
- public HlslWithoutEffects(Framework f)
- {
- // Store framework
- sampleFramework = f;
- // Create dialogs
- hud = new Dialog(sampleFramework);
- }
- #endregion
-
- // Constants
- private const int VerticesPerEdge = 64;
- private const int NumberVertices = VerticesPerEdge * VerticesPerEdge;
- private const int NumberIndices = 6 * (VerticesPerEdge - 1) * (VerticesPerEdge - 1);
- private static readonly int ClearColor = System.Drawing.Color.FromArgb(45,50,170).ToArgb();
-
- // Variables
- private Framework sampleFramework = null; // Framework for samples
- private Font drawingFont = null; // Font for drawing text
- private Sprite textSprite = null; // Sprite for batching text calls
- private bool isHelpShowing = true; // If true, show the help ui
- private ModelViewerCamera camera = new ModelViewerCamera(); // A model viewing camera
- private Dialog hud = null; // dialog for standard controls
- private EffectHandle worldViewHandle = null; // Effect Handle for the 'world view' matrix
- private EffectHandle timeHandle = null; // Effect Handle for the time variable
-
- // Scene variables
- private VertexBuffer vb = null;
- private IndexBuffer ib = null;
- private VertexShader shader = null;
- private ConstantTable constantTable = null;
- private VertexDeclaration vertexDecl = null;
-
- /// <summary>
- /// Called during device initialization, this code checks the device for some
- /// minimum set of capabilities, and rejects those that don't pass by returning false.
- /// </summary>
- public bool IsDeviceAcceptable(Caps caps, Format adapterFormat, Format backBufferFormat, bool windowed)
- {
- // Skip back buffer formats that don't support alpha blending
- if (!Manager.CheckDeviceFormat(caps.AdapterOrdinal, caps.DeviceType, adapterFormat,
- Usage.QueryPostPixelShaderBlending, ResourceType.Textures, backBufferFormat))
- return false;
-
- return true;
- }
-
- /// <summary>
- /// This callback function is called immediately before a device is created to allow the
- /// application to modify the device settings. The supplied settings parameter
- /// contains the settings that the framework has selected for the new device, and the
- /// application can make any desired changes directly to this structure. Note however that
- /// the sample framework will not correct invalid device settings so care must be taken
- /// to return valid device settings, otherwise creating the Device will fail.
- /// </summary>
- public void ModifyDeviceSettings(DeviceSettings settings, Caps caps)
- {
- // If device doesn't support HW T&L or doesn't support 1.1 vertex shaders in HW
- // then switch to SWVP.
- if ( (!caps.DeviceCaps.SupportsHardwareTransformAndLight) ||
- (caps.VertexShaderVersion < new Version(1,1)) )
- {
- settings.BehaviorFlags = CreateFlags.SoftwareVertexProcessing;
- }
- else
- {
- settings.BehaviorFlags = CreateFlags.HardwareVertexProcessing;
- }
-
- // This application is designed to work on a pure device by not using
- // any get methods, so create a pure device if supported and using HWVP.
- if ( (caps.DeviceCaps.SupportsPureDevice) &&
- ((settings.BehaviorFlags & CreateFlags.HardwareVertexProcessing) != 0 ) )
- settings.BehaviorFlags |= CreateFlags.PureDevice;
-
- // Debugging vertex shaders requires either REF or software vertex processing
- // and debugging pixel shaders requires REF.
- #if(DEBUG_VS)
- if (settings.DeviceType != DeviceType.Reference )
- {
- settings.BehaviorFlags &= ~CreateFlags.HardwareVertexProcessing;
- settings.BehaviorFlags |= CreateFlags.SoftwareVertexProcessing;
- }
- #endif
- #if(DEBUG_PS)
- settings.DeviceType = DeviceType.Reference;
- #endif
-
- }
-
- /// <summary>
- /// This event will be fired immediately after the Direct3D device has been
- /// created, which will happen during application initialization and windowed/full screen
- /// toggles. This is the best location to create Pool.Managed resources since these
- /// resources need to be reloaded whenever the device is destroyed. Resources created
- /// here should be released in the Disposing event.
- /// </summary>
- private void OnCreateDevice(object sender, DeviceEventArgs e)
- {
- // Initialize the font
- drawingFont = ResourceCache.GetGlobalInstance().CreateFont(e.Device, 15, 0, FontWeight.Bold, 1, false, CharacterSet.Default,
- Precision.Default, FontQuality.Default, PitchAndFamily.FamilyDoNotCare | PitchAndFamily.DefaultPitch
- , "Arial");
-
- // Create the vertex shader and declaration
- VertexElement[] elements = new VertexElement[]
- {
- new VertexElement(0, 0, DeclarationType.Float2, DeclarationMethod.Default, DeclarationUsage.Position, 0),
- VertexElement.VertexDeclarationEnd
- };
-
- vertexDecl = new VertexDeclaration(e.Device, elements);
-
- // Find the shader file
- string path = Utility.FindMediaFile("HLSLwithoutEffects.Fx");
-
- // Define DEBUG_VS and/or DEBUG_PS to debug vertex and/or pixel shaders with the
- // shader debugger. Debugging vertex shaders requires either REF or software vertex
- // processing, and debugging pixel shaders requires REF. The
- // ShaderFlags.Force*SoftwareNoOptimizations flag improves the debug experience in the
- // shader debugger. It enables source level debugging, prevents instruction
- // reordering, prevents dead code elimination, and forces the compiler to compile
- // against the next higher available software target, which ensures that the
- // unoptimized shaders do not exceed the shader model limitations. Setting these
- // flags will cause slower rendering since the shaders will be unoptimized and
- // forced into software. See the DirectX documentation for more information about
- // using the shader debugger.
- ShaderFlags shaderFlags = ShaderFlags.None;
- #if(DEBUG_VS)
- shaderFlags |= ShaderFlags.ForceVertexShaderSoftwareNoOptimizations;
- #endif
- #if(DEBUG_PS)
- shaderFlags |= ShaderFlags.ForcePixelShaderSoftwareNoOptimizations;
- #endif
-
- string errors;
-
- using(GraphicsStream code = ShaderLoader.CompileShaderFromFile(path, "Ripple", null, null,
- "vs_1_1", shaderFlags, out errors, out constantTable))
- {
-
- // We will store these constants in an effect handle here for performance reasons.
- // You could simply use the string value (i.e., "worldViewProj") in the SetValue call
- // and it would work just as well, but that actually requires an allocation to be made
- // and can actually slow your performance down. It's much more efficient to simply
- // cache these handles for use later
- worldViewHandle = constantTable.GetConstant(null, "worldViewProj");
- timeHandle = constantTable.GetConstant(null, "appTime");
-
- // Create the shader
- shader = new VertexShader(e.Device, code);
- }
-
- // Setup the camera's view parameters
- camera.SetViewQuat(new Quaternion(-0.275f, 0.3f, 0.0f, 0.7f));
- }
-
- /// <summary>
- /// This event will be fired immediately after the Direct3D device has been
- /// reset, which will happen after a lost device scenario. This is the best location to
- /// create Pool.Default resources since these resources need to be reloaded whenever
- /// the device is lost. Resources created here should be released in the OnLostDevice
- /// event.
- /// </summary>
- private void OnResetDevice(object sender, DeviceEventArgs e)
- {
- SurfaceDescription desc = e.BackBufferDescription;
- // Create a sprite to help batch calls when drawing many lines of text
- textSprite = new Sprite(e.Device);
-
- // Setup render states
- e.Device.RenderState.Lighting = false;
- e.Device.RenderState.CullMode = Cull.None;
-
- // Create and initialize index buffer
- ib = new IndexBuffer(typeof(short), NumberIndices, e.Device, Usage.None, Pool.Default);
- GraphicsStream data = ib.Lock(0, 0, LockFlags.None);
- for(int y = 1; y < VerticesPerEdge; y++)
- {
- for (int x = 1; x < VerticesPerEdge; x++)
- {
- data.Write((short)( (y-1) * VerticesPerEdge + (x-1) ));
- data.Write((short)( (y-0) * VerticesPerEdge + (x-1) ));
- data.Write((short)( (y-1) * VerticesPerEdge + (x-0) ));
-
- data.Write((short)( (y-1) * VerticesPerEdge + (x-0) ));
- data.Write((short)( (y-0) * VerticesPerEdge + (x-1) ));
- data.Write((short)( (y-0) * VerticesPerEdge + (x-0) ));
- }
- }
- ib.Unlock();
-
- // Create and initialize vertex buffer
- vb = new VertexBuffer(typeof(Vector2), NumberVertices, e.Device, Usage.None, VertexFormats.None, Pool.Default);
- data = vb.Lock(0, 0, LockFlags.None);
- for(int y = 0; y < VerticesPerEdge; y++)
- {
- for (int x = 0; x < VerticesPerEdge; x++)
- {
- data.Write(new Vector2( ((float)x / (float)(VerticesPerEdge-1) - 0.5f) * (float)Math.PI,
- ((float)y / (float)(VerticesPerEdge-1) - 0.5f) * (float)Math.PI ));
- }
- }
- vb.Unlock();
-
- // Setup the camera's projection parameters
- float aspectRatio = (float)desc.Width / (float)desc.Height;
- camera.SetProjectionParameters((float)Math.PI/4.0f, aspectRatio, 0.1f, 1000.0f);
- camera.SetWindow(desc.Width, desc.Height);
- camera.MaximumRadius = 30.0f;
-
- // Resize the hud
- hud.SetLocation(desc.Width - 170, 0);
- hud.SetSize(170,170);
- }
-
- /// <summary>
- /// This event function will be called fired after the Direct3D device has
- /// entered a lost state and before Device.Reset() is called. Resources created
- /// in the OnResetDevice callback should be released here, which generally includes all
- /// Pool.Default resources. See the "Lost Devices" section of the documentation for
- /// information about lost devices.
- /// </summary>
- private void OnLostDevice(object sender, EventArgs e)
- {
- if (vb != null)
- vb.Dispose();
- if (ib != null)
- ib.Dispose();
- if (textSprite != null)
- textSprite.Dispose();
- }
-
- /// <summary>
- /// This event will be fired immediately after the Direct3D device has
- /// been destroyed, which generally happens as a result of application termination or
- /// windowed/full screen toggles. Resources created in the OnCreateDevice event
- /// should be released here, which generally includes all Pool.Managed resources.
- /// </summary>
- private void OnDestroyDevice(object sender, EventArgs e)
- {
- if (shader != null)
- shader.Dispose();
- if (constantTable != null)
- constantTable.Dispose();
- if (vertexDecl != null)
- vertexDecl.Dispose();
- }
-
- /// <summary>
- /// This callback function will be called once at the beginning of every frame. This is the
- /// best location for your application to handle updates to the scene, but is not
- /// intended to contain actual rendering calls, which should instead be placed in the
- /// OnFrameRender callback.
- /// </summary>
- public void OnFrameMove(Device device, double appTime, float elapsedTime)
- {
- // Update the camera's position based on user input
- camera.FrameMove(elapsedTime);
-
- // Setup vertex shader constants
- Matrix worldViewProj, world, view, proj;
- world = camera.WorldMatrix;
- view = camera.ViewMatrix;
- proj = camera.ProjectionMatrix;
- worldViewProj = world * view * proj;
-
- constantTable.SetValue(device, worldViewHandle, worldViewProj);
- constantTable.SetValue(device, timeHandle, (float)appTime);
- }
-
- /// <summary>
- /// This callback function will be called at the end of every frame to perform all the
- /// rendering calls for the scene, and it will also be called if the window needs to be
- /// repainted. After this function has returned, the sample framework will call
- /// Device.Present to display the contents of the next buffer in the swap chain
- /// </summary>
- public void OnFrameRender(Device device, double appTime, float elapsedTime)
- {
- bool beginSceneCalled = false;
- // Clear the render target and the zbuffer
- device.Clear(ClearFlags.ZBuffer | ClearFlags.Target, ClearColor, 1.0f, 0);
- try
- {
- device.BeginScene();
- beginSceneCalled = true;
-
- device.VertexDeclaration = vertexDecl;
- device.VertexShader = shader;
- device.SetStreamSource(0, vb, 0);
- device.Indices = ib;
-
- device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, NumberVertices, 0, NumberIndices / 3);
-
- RenderText();
- // Render the HUD
- hud.OnRender(elapsedTime);
- }
- finally
- {
- if (beginSceneCalled)
- device.EndScene();
- }
- }
-
- /// <summary>
- /// As a convenience, the sample framework inspects the incoming windows messages for
- /// keystroke messages and decodes the message parameters to pass relevant keyboard
- /// messages to the application. The framework does not remove the underlying keystroke
- /// messages, which are still passed to the application's MsgProc callback.
- /// </summary>
- private void OnKeyEvent(System.Windows.Forms.Keys key, bool isKeyDown, bool isKeyUp)
- {
- if (isKeyDown)
- {
- switch(key)
- {
- case System.Windows.Forms.Keys.F1:
- isHelpShowing = !isHelpShowing;
- break;
- }
- }
- }
-
- /// <summary>
- /// Render the help and statistics text. This function uses the Font object for
- /// efficient text rendering.
- /// </summary>
- private void RenderText()
- {
- TextHelper txtHelper = new TextHelper(drawingFont, textSprite, 15);
-
- // Output statistics
- txtHelper.Begin();
- txtHelper.SetInsertionPoint(5,5);
- txtHelper.SetForegroundColor(new ColorValue(1.0f, 1.0f, 0.0f, 1.0f).ToArgb());
- txtHelper.DrawTextLine(sampleFramework.FrameStats);
- txtHelper.DrawTextLine(sampleFramework.DeviceStats);
-
- // Draw help
- if (isHelpShowing)
- {
- txtHelper.SetInsertionPoint(10, sampleFramework.BackBufferSurfaceDescription.Height-15*6);
- txtHelper.SetForegroundColor(new ColorValue(1.0f, 0.75f, 0.0f, 1.0f).ToArgb());
- txtHelper.DrawTextLine("Controls (F1 to hide):");
-
- txtHelper.SetInsertionPoint(40, sampleFramework.BackBufferSurfaceDescription.Height-15*5);
- txtHelper.DrawTextLine("Rotate model: Left mouse button");
- txtHelper.DrawTextLine("Rotate camera: Right mouse button");
- txtHelper.DrawTextLine("Zoom camera: Mouse wheel scroll");
- txtHelper.DrawTextLine("Hide help: F1");
- }
- else
- {
- txtHelper.SetForegroundColor(new ColorValue(1.0f, 1.0f, 1.0f, 1.0f).ToArgb());
- txtHelper.DrawTextLine("Press F1 for help");
- }
-
- txtHelper.End();
- }
-
- /// <summary>
- /// Before handling window messages, the sample framework passes incoming windows
- /// messages to the application through this callback function. If the application sets
- /// noFurtherProcessing to true, the sample framework will not process the message
- /// </summary>
- public IntPtr OnMsgProc(IntPtr hWnd, NativeMethods.WindowMessage msg, IntPtr wParam, IntPtr lParam, ref bool noFurtherProcessing)
- {
- // Give the dialog a chance to handle the message first
- if (!hud.MessageProc(hWnd, msg, wParam, lParam))
- {
- // Pass all remaining windows messages to camera so it can respond to user input
- camera.HandleMessages(hWnd, msg, wParam, lParam);
- }
- return IntPtr.Zero;
- }
-
- /// <summary>
- /// Adds the guid stuff to the application
- /// </summary>
- public void InitializeApplication()
- {
- int y = 10;
- // Create the buttons
- Button fullScreen = hud.AddButton(2,"Toggle full screen", 35, y, 125,22);
- Button toggleRef = hud.AddButton(3,"Toggle reference (F3)", 35, y += 24, 125,22);
- Button changeDevice = hud.AddButton(4,"Change Device (F2)", 35, y += 24, 125,22);
- // Hook the button events for when these items are clicked
- fullScreen.Click += new EventHandler(OnFullscreenClicked);
- toggleRef.Click += new EventHandler(OnRefClicked);
- changeDevice.Click += new EventHandler(OnChangeDevicClicked);
-
- }
-
- /// <summary>Called when the change device button is clicked</summary>
- private void OnChangeDevicClicked(object sender, EventArgs e)
- {
- sampleFramework.ShowSettingsDialog(!sampleFramework.IsD3DSettingsDialogShowing);
- }
-
- /// <summary>Called when the full screen button is clicked</summary>
- private void OnFullscreenClicked(object sender, EventArgs e)
- {
- sampleFramework.ToggleFullscreen();
- }
-
- /// <summary>Called when the ref button is clicked</summary>
- private void OnRefClicked(object sender, EventArgs e)
- {
- sampleFramework.ToggleReference();
- }
-
- /// <summary>
- /// Entry point to the program. Initializes everything and goes into a message processing
- /// loop. Idle time is used to render the scene.
- /// </summary>
- static int Main()
- {
- using(Framework sampleFramework = new Framework())
- {
- HlslWithoutEffects sample = new HlslWithoutEffects(sampleFramework);
- // Set the callback functions. These functions allow the sample framework to notify
- // the application about device changes, user input, and windows messages. The
- // callbacks are optional so you need only set callbacks for events you're interested
- // in. However, if you don't handle the device reset/lost callbacks then the sample
- // framework won't be able to reset your device since the application must first
- // release all device resources before resetting. Likewise, if you don't handle the
- // device created/destroyed callbacks then the sample framework won't be able to
- // recreate your device resources.
- sampleFramework.Disposing += new EventHandler(sample.OnDestroyDevice);
- sampleFramework.DeviceLost += new EventHandler(sample.OnLostDevice);
- sampleFramework.DeviceCreated += new DeviceEventHandler(sample.OnCreateDevice);
- sampleFramework.DeviceReset += new DeviceEventHandler(sample.OnResetDevice);
-
- sampleFramework.SetKeyboardCallback(new KeyboardCallback(sample.OnKeyEvent));
- sampleFramework.SetWndProcCallback(new WndProcCallback(sample.OnMsgProc));
-
- sampleFramework.SetCallbackInterface(sample);
- try
- {
-
- // Show the cursor and clip it when in full screen
- sampleFramework.SetCursorSettings(true, true);
-
- // Initialize
- sample.InitializeApplication();
-
- // Initialize the sample framework and create the desired window and Direct3D
- // device for the application. Calling each of these functions is optional, but they
- // allow you to set several options which control the behavior of the sampleFramework.
- sampleFramework.Initialize( true, true, true ); // Parse the command line, handle the default hotkeys, and show msgboxes
- sampleFramework.CreateWindow("HlslWithoutEffects");
- sampleFramework.CreateDevice( 0, true, Framework.DefaultSizeWidth, Framework.DefaultSizeHeight,
- sample);
-
- // Pass control to the sample framework for handling the message pump and
- // dispatching render calls. The sample framework will call your FrameMove
- // and FrameRender callback when there is idle time between handling window messages.
- sampleFramework.MainLoop();
-
- }
- #if(DEBUG)
- catch (Exception e)
- {
- // In debug mode show this error (maybe - depending on settings)
- sampleFramework.DisplayErrorMessage(e);
- #else
- catch
- {
- // In release mode fail silently
- #endif
- // Ignore any exceptions here, they would have been handled by other areas
- return (sampleFramework.ExitCode == 0) ? 1 : sampleFramework.ExitCode; // Return an error code here
- }
-
- // Perform any application-level cleanup here. Direct3D device resources are released within the
- // appropriate callback functions and therefore don't require any cleanup code here.
- return sampleFramework.ExitCode;
- }
- }
- }
- }
-