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RenderAPI_D3D11.cs
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RenderAPI_D3D11.cs
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using SharpDX.Direct3D11;
using SharpDX.DXGI;
using System.Collections.Generic;
using UnityEngine;
/*
static class DxExtensions
{
public static SharpDX.Vector3 ToDx(this UnityEngine.Vector3 v)
{
return new SharpDX.Vector3(v.x, v.y, v.z);
}
public static SharpDX.Vector2 ToDx(this UnityEngine.Vector2 v)
{
return new SharpDX.Vector2(v.x, v.y);
}
}
*/
struct MyVertex
{
float x, y, z;
uint color;
public MyVertex(float _x, float _y, float _z, uint _c)
{
x = _x;
y = _y;
z = _z;
color = _c;
}
}
struct MeshVertex
{
public UnityEngine.Vector3 pos;
public UnityEngine.Vector3 normal;
public UnityEngine.Vector2 uv;
};
class RenderAPI_D3D11: System.IDisposable
{
//
// Which then was compiled with:
// fxc /Tvm_4_0_level_9_3 /EVS source.hlsl /Fh outVS.h /Qstrip_reflect /Qstrip_debug /Qstrip_priv
// fxc /Tpm_4_0_level_9_3 /EPS source.hlsl /Fh outPS.h /Qstrip_reflect /Qstrip_debug /Qstrip_priv
// and results pasted & formatted to take less lines here
byte[] kVertexShaderCode = new byte[]
{
68,88,66,67,86,189,21,50,166,106,171,1,10,62,115,48,224,137,163,129,1,0,0,0,168,2,0,0,4,0,0,0,48,0,0,0,0,1,0,0,4,2,0,0,84,2,0,0,
65,111,110,57,200,0,0,0,200,0,0,0,0,2,254,255,148,0,0,0,52,0,0,0,1,0,36,0,0,0,48,0,0,0,48,0,0,0,36,0,1,0,48,0,0,0,0,0,
4,0,1,0,0,0,0,0,0,0,0,0,1,2,254,255,31,0,0,2,5,0,0,128,0,0,15,144,31,0,0,2,5,0,1,128,1,0,15,144,5,0,0,3,0,0,15,128,
0,0,85,144,2,0,228,160,4,0,0,4,0,0,15,128,1,0,228,160,0,0,0,144,0,0,228,128,4,0,0,4,0,0,15,128,3,0,228,160,0,0,170,144,0,0,228,128,
2,0,0,3,0,0,15,128,0,0,228,128,4,0,228,160,4,0,0,4,0,0,3,192,0,0,255,128,0,0,228,160,0,0,228,128,1,0,0,2,0,0,12,192,0,0,228,128,
1,0,0,2,0,0,15,224,1,0,228,144,255,255,0,0,83,72,68,82,252,0,0,0,64,0,1,0,63,0,0,0,89,0,0,4,70,142,32,0,0,0,0,0,4,0,0,0,
95,0,0,3,114,16,16,0,0,0,0,0,95,0,0,3,242,16,16,0,1,0,0,0,101,0,0,3,242,32,16,0,0,0,0,0,103,0,0,4,242,32,16,0,1,0,0,0,
1,0,0,0,104,0,0,2,1,0,0,0,54,0,0,5,242,32,16,0,0,0,0,0,70,30,16,0,1,0,0,0,56,0,0,8,242,0,16,0,0,0,0,0,86,21,16,0,
0,0,0,0,70,142,32,0,0,0,0,0,1,0,0,0,50,0,0,10,242,0,16,0,0,0,0,0,70,142,32,0,0,0,0,0,0,0,0,0,6,16,16,0,0,0,0,0,
70,14,16,0,0,0,0,0,50,0,0,10,242,0,16,0,0,0,0,0,70,142,32,0,0,0,0,0,2,0,0,0,166,26,16,0,0,0,0,0,70,14,16,0,0,0,0,0,
0,0,0,8,242,32,16,0,1,0,0,0,70,14,16,0,0,0,0,0,70,142,32,0,0,0,0,0,3,0,0,0,62,0,0,1,73,83,71,78,72,0,0,0,2,0,0,0,
8,0,0,0,56,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,7,7,0,0,65,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,
15,15,0,0,80,79,83,73,84,73,79,78,0,67,79,76,79,82,0,171,79,83,71,78,76,0,0,0,2,0,0,0,8,0,0,0,56,0,0,0,0,0,0,0,0,0,0,0,
3,0,0,0,0,0,0,0,15,0,0,0,62,0,0,0,0,0,0,0,1,0,0,0,3,0,0,0,1,0,0,0,15,0,0,0,67,79,76,79,82,0,83,86,95,80,111,115,
105,116,105,111,110,0,171,171
};
byte[] kPixelShaderCode = new byte[]
{
68,88,66,67,196,65,213,199,14,78,29,150,87,236,231,156,203,125,244,112,1,0,0,0,32,1,0,0,4,0,0,0,48,0,0,0,124,0,0,0,188,0,0,0,236,0,0,0,
65,111,110,57,68,0,0,0,68,0,0,0,0,2,255,255,32,0,0,0,36,0,0,0,0,0,36,0,0,0,36,0,0,0,36,0,0,0,36,0,0,0,36,0,1,2,255,255,
31,0,0,2,0,0,0,128,0,0,15,176,1,0,0,2,0,8,15,128,0,0,228,176,255,255,0,0,83,72,68,82,56,0,0,0,64,0,0,0,14,0,0,0,98,16,0,3,
242,16,16,0,0,0,0,0,101,0,0,3,242,32,16,0,0,0,0,0,54,0,0,5,242,32,16,0,0,0,0,0,70,30,16,0,0,0,0,0,62,0,0,1,73,83,71,78,
40,0,0,0,1,0,0,0,8,0,0,0,32,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,15,15,0,0,67,79,76,79,82,0,171,171,79,83,71,78,
44,0,0,0,1,0,0,0,8,0,0,0,32,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,15,0,0,0,83,86,95,84,65,82,71,69,84,0,171,171
};
SharpDX.Direct3D11.Device m_Device;
Buffer m_VB; // vertex buffer
Buffer m_CB; // constant buffer
VertexShader m_VertexShader;
PixelShader m_PixelShader;
InputLayout m_InputLayout;
RasterizerState m_RasterState;
BlendState m_BlendState;
DepthStencilState m_DepthState;
RenderAPI_D3D11(SharpDX.Direct3D11.Device device)
{
m_Device = device;
CreateResources();
}
public static RenderAPI_D3D11 Create(UnityEngine.Texture2D tex, UnityEngine.Mesh mesh)
{
using (var dxTexture = new SharpDX.Direct3D11.Texture2D(tex.GetNativeTexturePtr()))
{
var d3d11 = new RenderAPI_D3D11(dxTexture.Device);
d3d11.SetTextureFromUnity(tex.GetNativeTexturePtr(), tex.width, tex.height);
d3d11.SetMeshBuffersFromUnity(mesh.GetNativeVertexBufferPtr(0)
, mesh.vertexCount
, mesh.vertices
, mesh.normals
, mesh.uv);
return d3d11;
}
}
float m_Time;
public void SetTimeFromUnity(float t)
{
m_Time = t;
}
System.IntPtr m_TextureHandle;
int m_TextureWidth = 0;
int m_TextureHeight = 0;
public void SetTextureFromUnity(System.IntPtr texture, int w, int h)
{
m_TextureHandle = texture;
m_TextureWidth = w;
m_TextureHeight = h;
}
System.IntPtr m_VertexBufferHandle;
int m_VertexBufferVertexCount;
List<MeshVertex> m_VertexSource;
public void SetMeshBuffersFromUnity(System.IntPtr vertexBuffer
, int vertexCount
, UnityEngine.Vector3[] sourceVertices
, UnityEngine.Vector3[] sourceNormals
, UnityEngine.Vector2[] sourceUVs)
{
m_VertexBufferHandle = vertexBuffer;
m_VertexBufferVertexCount = vertexCount;
if (m_VertexSource == null)
{
m_VertexSource = new List<MeshVertex>();
}
for (int i = 0; i < vertexCount; ++i)
{
m_VertexSource.Add(new MeshVertex
{
pos = sourceVertices[i],
normal = sourceNormals[i],
uv = sourceUVs[i],
});
}
}
bool GetUsesReverseZ()
{
var level = m_Device.FeatureLevel;
var use=level>= SharpDX.Direct3D.FeatureLevel.Level_10_0;
return use;
}
public void DrawSimpleTriangles(float[] worldMatrix, int triangleCount, MyVertex[] verticesFloat3Byte4)
{
var ctx = m_Device.ImmediateContext;
//using (var ctx = m_Device.ImmediateContext)
{
// Set basic render state
ctx.OutputMerger.SetDepthStencilState(m_DepthState, 0);
ctx.Rasterizer.State = m_RasterState;
ctx.OutputMerger.SetBlendState(m_BlendState, null, 0xFFFFFFFF);
// Update constant buffer - just the world matrix in our case
ctx.UpdateSubresource(worldMatrix, m_CB);
// Set shaders
ctx.VertexShader.SetConstantBuffers(0, 1, m_CB);
ctx.VertexShader.SetShader(m_VertexShader, null, 0);
ctx.PixelShader.SetShader(m_PixelShader, null, 0);
// Update vertex buffer
const int kVertexSize = 12 + 4;
ctx.UpdateSubresource(verticesFloat3Byte4, m_VB);
// set input assembler data and draw
ctx.InputAssembler.InputLayout=m_InputLayout;
ctx.InputAssembler.PrimitiveTopology=SharpDX.Direct3D.PrimitiveTopology.TriangleList;
var stride = kVertexSize;
var offset = 0;
ctx.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(m_VB, stride, offset));
ctx.Draw(triangleCount * 3, 0);
}
}
public byte[] BeginModifyTexture(System.IntPtr textureHandle, int textureWidth, int textureHeight, out int outRowPitch)
{
var rowPitch = textureWidth * 4;
// Just allocate a system memory buffer here for simplicity
var data = new byte[rowPitch * textureHeight];
outRowPitch = rowPitch;
return data;
}
public void EndModifyTexture(System.IntPtr textureHandle, int textureWidth, int textureHeight, int rowPitch, byte[] dataPtr)
{
using (var d3dtex = new SharpDX.Direct3D11.Texture2D(textureHandle))
{
var ctx = m_Device.ImmediateContext;
// Update texture data, and free the memory buffer
ctx.UpdateSubresource(dataPtr, d3dtex, 0, rowPitch, 0);
}
}
public void BeginModifyVertexBuffer(System.IntPtr bufferHandle
, System.Func<int, byte[]> getPadding
, System.Action<System.IntPtr, int, byte[]> callback
)
{
var d3dbuf = new Buffer(bufferHandle);
//using (var d3dbuf = new Buffer(bufferHandle))
{
var desc = d3dbuf.Description;
var ctx = m_Device.ImmediateContext;
var padding = getPadding(desc.SizeInBytes);
var mapped =ctx.MapSubresource(d3dbuf, 0
, MapMode.WriteDiscard, SharpDX.Direct3D11.MapFlags.None);
callback(mapped.DataPointer, mapped.RowPitch, padding);
ctx.UnmapSubresource(d3dbuf, 0);
}
}
private void CreateResources()
{
{
var desc = new BufferDescription
{
Usage = ResourceUsage.Default,
SizeInBytes = 1024,
BindFlags = BindFlags.VertexBuffer,
};
m_VB = new Buffer(m_Device, desc);
}
{
var desc = new BufferDescription
{
Usage = ResourceUsage.Default,
SizeInBytes = 64, // hold 1 matrix
BindFlags = BindFlags.ConstantBuffer,
};
m_CB = new Buffer(m_Device, desc);
}
{
m_VertexShader = new VertexShader(m_Device, kVertexShaderCode);
m_PixelShader = new PixelShader(m_Device, kPixelShaderCode);
}
{
var m_DX11InputElementDesc = new InputElement[]
{
new InputElement("POSITION", 0, Format.R32G32B32_Float, 0),
new InputElement("COLOR", 0, Format.R8G8B8A8_UNorm, 0),
};
m_InputLayout = new InputLayout(m_Device, kVertexShaderCode, m_DX11InputElementDesc);
}
{
var rsdesc = new RasterizerStateDescription
{
FillMode = FillMode.Solid,
CullMode = CullMode.None,
IsDepthClipEnabled = true,
};
m_RasterState = new RasterizerState(m_Device, rsdesc);
}
{
var dsdesc = new DepthStencilStateDescription
{
IsDepthEnabled = true,
DepthWriteMask = DepthWriteMask.Zero,
DepthComparison = GetUsesReverseZ() ? Comparison.GreaterEqual : Comparison.LessEqual,
};
m_DepthState = new DepthStencilState(m_Device, dsdesc);
}
{
var bdesc = new BlendStateDescription();
bdesc.RenderTarget[0].IsBlendEnabled = false;
bdesc.RenderTarget[0].RenderTargetWriteMask = ColorWriteMaskFlags.All;
m_BlendState = new BlendState(m_Device, bdesc);
}
}
#region Task
void DrawColoredTriangle()
{
var verts = new MyVertex[3]
{
new MyVertex( -0.5f, -0.25f, 0, 0xFFff0000 ),
new MyVertex( 0.5f, -0.25f, 0, 0xFF00ff00 ),
new MyVertex( 0, 0.5f , 0, 0xFF0000ff ),
};
// Transformation matrix: rotate around Z axis based on time.
float phi = m_Time; // time set externally from Unity script
float cosPhi = UnityEngine.Mathf.Cos(phi);
float sinPhi = UnityEngine.Mathf.Sin(phi);
float depth = 0.7f;
float finalDepth = false ? 1.0f - depth : depth;
var worldMatrix = new float[16]{
cosPhi,-sinPhi,0,0,
sinPhi,cosPhi,0,0,
0,0,1,0,
0,0,finalDepth,1,
};
DrawSimpleTriangles(worldMatrix, 1, verts);
}
void ModifyTexturePixels()
{
var textureHandle = m_TextureHandle;
int width = m_TextureWidth;
int height = m_TextureHeight;
if (textureHandle == System.IntPtr.Zero)
{
return;
}
int textureRowPitch;
var dst = BeginModifyTexture(textureHandle, width, height, out textureRowPitch);
if (dst == null)
{
return;
}
float t = m_Time * 4.0f;
var line = 0;
for (int y = 0; y < height; ++y)
{
var ptr = line;
for (int x = 0; x < width; ++x)
{
// Simple "plasma effect": several combined sine waves
var vv = (int)(
(127.0f + (127.0f * UnityEngine.Mathf.Sin(x / 7.0f + t))) +
(127.0f + (127.0f * UnityEngine.Mathf.Sin(y / 5.0f - t))) +
(127.0f + (127.0f * UnityEngine.Mathf.Sin((x + y) / 6.0f - t))) +
(127.0f + (127.0f * UnityEngine.Mathf.Sin(UnityEngine.Mathf.Sqrt(x * x + y * y) / 4.0f - t)))
) / 4;
// Write the texture pixel
dst[ptr++] = (byte)vv;
dst[ptr++] = (byte)vv;
dst[ptr++] = (byte)vv;
dst[ptr++] = (byte)vv;
}
// To next image row
line += textureRowPitch;
}
EndModifyTexture(textureHandle, width, height, textureRowPitch, dst);
}
void ModifyVertexBuffer()
{
var bufferHandle = m_VertexBufferHandle;
int vertexCount = m_VertexBufferVertexCount;
if (bufferHandle == System.IntPtr.Zero)
{
return;
}
float t = m_Time * 3.0f;
System.Func<int, byte[]> getPadding = bufferSize =>
{
var stride = (int)(bufferSize / vertexCount);
return new byte[stride - (3 + 3 + 2) * 4];
};
System.Action<System.IntPtr, int, byte[]> callback = (ptr, size, padding) =>
{
using (var stream = new SharpDX.DataStream(ptr, size, false, true))
{
// modify vertex Y position with several scrolling sine waves,
// copy the rest of the source data unmodified
for (int i = 0; i < vertexCount; ++i)
{
var src = m_VertexSource[i];
stream.Write(src.pos.x);
stream.Write(src.pos.y + UnityEngine.Mathf.Sin(src.pos[0] * 1.1f + t) * 0.4f + UnityEngine.Mathf.Sin(src.pos[2] * 0.9f - t) * 0.3f);
stream.Write(src.pos.z);
stream.Write(src.normal);
stream.Write(src.uv);
stream.Write(padding, 0, padding.Length);
}
}
};
BeginModifyVertexBuffer(bufferHandle
, getPadding
, callback);
}
#endregion
public void OnRenderEvent(int eventID)
{
try
{
DrawColoredTriangle();
ModifyTexturePixels();
ModifyVertexBuffer();
}
catch (System.Exception ex)
{
#if !NETFX_CORE
System.Console.WriteLine(ex);
#endif
}
}
#region IDisposable Support
void SAFE_RELEASE<T>(ref T obj)
where T : SharpDX.ComObject
{
if (obj != null)
{
obj.Dispose();
obj = null;
}
}
private void ReleaseResources()
{
SAFE_RELEASE(ref m_VB);
SAFE_RELEASE(ref m_CB);
SAFE_RELEASE(ref m_VertexShader);
SAFE_RELEASE(ref m_PixelShader);
SAFE_RELEASE(ref m_InputLayout);
SAFE_RELEASE(ref m_RasterState);
SAFE_RELEASE(ref m_BlendState);
SAFE_RELEASE(ref m_DepthState);
}
private bool disposedValue = false; // 重複する呼び出しを検出するには
protected virtual void Dispose(bool disposing)
{
if (!disposedValue)
{
if (disposing)
{
// TODO: マネージ状態を破棄します (マネージ オブジェクト)。
}
// TODO: アンマネージ リソース (アンマネージ オブジェクト) を解放し、下のファイナライザーをオーバーライドします。
// TODO: 大きなフィールドを null に設定します。
ReleaseResources();
disposedValue = true;
}
}
// TODO: 上の Dispose(bool disposing) にアンマネージ リソースを解放するコードが含まれる場合にのみ、ファイナライザーをオーバーライドします。
// ~RenderAPI_D3D11() {
// // このコードを変更しないでください。クリーンアップ コードを上の Dispose(bool disposing) に記述します。
// Dispose(false);
// }
// このコードは、破棄可能なパターンを正しく実装できるように追加されました。
public void Dispose()
{
// このコードを変更しないでください。クリーンアップ コードを上の Dispose(bool disposing) に記述します。
Dispose(true);
// TODO: 上のファイナライザーがオーバーライドされる場合は、次の行のコメントを解除してください。
// GC.SuppressFinalize(this);
}
#endregion
}