port from perforce
This commit is contained in:
133
aiwaz/Backup/Aiwaz.Resources/Prefab/Cube.cs
Normal file
133
aiwaz/Backup/Aiwaz.Resources/Prefab/Cube.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using Aiwaz.Contracts;
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using SlimDX;
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using Aiwaz.Resources.Attributes;
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using System.Collections.ObjectModel;
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namespace Aiwaz.Resources.Prefab
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{
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[CreationParameters("Standard unity-sized non-inverted cube")]
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public class CubeParams : ICreationParams
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{
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public float Width;
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public float Height;
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public float Depth;
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public bool IsInverted;
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public CubeParams()
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{
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Width = 1.0f;
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Height = 1.0f;
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Depth = 1.0f;
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IsInverted = false;
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}
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}
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[AiwazResource("Cube", "A simple non-uniform cube")]
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public class Cube : Resource
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{
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public struct CommonCubeVertex
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{
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public CommonCubeVertex(SlimDX.Vector3 pos,
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SlimDX.Vector3 normal,
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SlimDX.Vector3 tangent,
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SlimDX.Vector2 tex)
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{
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this.Pos = pos;
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this.Normal = normal;
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this.Tangent = tangent;
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this.Tex = tex;
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}
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public SlimDX.Vector3 Pos;
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public SlimDX.Vector3 Normal;
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public SlimDX.Vector3 Tangent;
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public SlimDX.Vector2 Tex;
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};
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public GeometryBuffer GeometryBuffer { get; protected set; }
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public Cube(CubeParams parameters)
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{
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creationParams = parameters;
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float width = parameters.Width * 0.5f;
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float height = parameters.Height * 0.5f;
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float depth = parameters.Depth * 0.5f;
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float normal = parameters.IsInverted ? -1.0f : 1.0f;
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float tangent = 1.0f;//isInverted ? -1.0f : 1.0f;
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CommonCubeVertex[] vertices = new CommonCubeVertex[]
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{
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new CommonCubeVertex ( new SlimDX.Vector3( -width, height, -depth ), new SlimDX.Vector3(0.0f, normal, 0.0f), new SlimDX.Vector3(-tangent, 0.0f, 0.0f), new SlimDX.Vector2( 0.0f, 0.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( width, height, -depth ), new SlimDX.Vector3(0.0f, normal, 0.0f), new SlimDX.Vector3(-tangent, 0.0f, 0.0f), new SlimDX.Vector2( 1.0f, 0.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( width, height, depth ), new SlimDX.Vector3(0.0f, normal, 0.0f), new SlimDX.Vector3(-tangent, 0.0f, 0.0f), new SlimDX.Vector2( 1.0f, 1.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( -width, height, depth ), new SlimDX.Vector3(0.0f, normal, 0.0f), new SlimDX.Vector3(-tangent, 0.0f, 0.0f), new SlimDX.Vector2( 0.0f, 1.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( -width, -height, -depth ), new SlimDX.Vector3(0.0f, -normal, 0.0f), new SlimDX.Vector3(-tangent, 0.0f, 0.0f), new SlimDX.Vector2( 0.0f, 0.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( width, -height, -depth ), new SlimDX.Vector3(0.0f, -normal, 0.0f), new SlimDX.Vector3(-tangent, 0.0f, 0.0f), new SlimDX.Vector2( 1.0f, 0.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( width, -height, depth ), new SlimDX.Vector3(0.0f, -normal, 0.0f), new SlimDX.Vector3(-tangent, 0.0f, 0.0f), new SlimDX.Vector2( 1.0f, 1.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( -width, -height, depth ), new SlimDX.Vector3(0.0f, -normal, 0.0f), new SlimDX.Vector3(-tangent, 0.0f, 0.0f), new SlimDX.Vector2( 0.0f, 1.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( -width, -height, depth ), new SlimDX.Vector3(-normal, 0.0f, 0.0f), new SlimDX.Vector3(0.0f, tangent, 0.0f), new SlimDX.Vector2( 0.0f, 1.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( -width, -height, -depth ), new SlimDX.Vector3(-normal, 0.0f, 0.0f), new SlimDX.Vector3(0.0f, tangent, 0.0f), new SlimDX.Vector2( 1.0f, 1.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( -width, height, -depth ), new SlimDX.Vector3(-normal, 0.0f, 0.0f), new SlimDX.Vector3(0.0f, tangent, 0.0f), new SlimDX.Vector2( 1.0f, 0.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( -width, height, depth ), new SlimDX.Vector3(-normal, 0.0f, 0.0f), new SlimDX.Vector3(0.0f, tangent, 0.0f), new SlimDX.Vector2( 0.0f, 0.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( width, -height, depth ), new SlimDX.Vector3(normal, 0.0f, 0.0f), new SlimDX.Vector3(0.0f, -tangent, 0.0f), new SlimDX.Vector2( 1.0f, 1.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( width, -height, -depth ), new SlimDX.Vector3(normal, 0.0f, 0.0f), new SlimDX.Vector3(0.0f, -tangent, 0.0f), new SlimDX.Vector2( 0.0f, 1.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( width, height, -depth ), new SlimDX.Vector3(normal, 0.0f, 0.0f), new SlimDX.Vector3(0.0f, -tangent, 0.0f), new SlimDX.Vector2( 0.0f, 0.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( width, height, depth ), new SlimDX.Vector3(normal, 0.0f, 0.0f), new SlimDX.Vector3(0.0f, -tangent, 0.0f), new SlimDX.Vector2( 1.0f, 0.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( -width, -height, -depth ), new SlimDX.Vector3(0.0f, 0.0f, -normal), new SlimDX.Vector3(-tangent, 0.0f, 0.0f), new SlimDX.Vector2( 0.0f, 1.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( width, -height, -depth ), new SlimDX.Vector3(0.0f, 0.0f, -normal), new SlimDX.Vector3(-tangent, 0.0f, 0.0f), new SlimDX.Vector2( 1.0f, 1.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( width, height, -depth ), new SlimDX.Vector3(0.0f, 0.0f, -normal), new SlimDX.Vector3(-tangent, 0.0f, 0.0f), new SlimDX.Vector2( 1.0f, 0.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( -width, height, -depth ), new SlimDX.Vector3(0.0f, 0.0f, -normal), new SlimDX.Vector3(-tangent, 0.0f, 0.0f), new SlimDX.Vector2( 0.0f, 0.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( -width, -height, depth ), new SlimDX.Vector3(0.0f, 0.0f, normal), new SlimDX.Vector3(-tangent, 0.0f, 0.0f), new SlimDX.Vector2( 1.0f, 1.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( width, -height, depth ), new SlimDX.Vector3(0.0f, 0.0f, normal), new SlimDX.Vector3(-tangent, 0.0f, 0.0f), new SlimDX.Vector2( 0.0f, 1.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( width, height, depth ), new SlimDX.Vector3(0.0f, 0.0f, normal), new SlimDX.Vector3(-tangent, 0.0f, 0.0f), new SlimDX.Vector2( 0.0f, 0.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( -width, height, depth ), new SlimDX.Vector3(0.0f, 0.0f, normal), new SlimDX.Vector3(-tangent, 0.0f, 0.0f), new SlimDX.Vector2( 1.0f, 0.0f ) ),
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};
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var vertexElements = new VertexElement[]
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{
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new VertexElement(VertexElement.Format.Position),
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new VertexElement(VertexElement.Format.Normal),
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new VertexElement(VertexElement.Format.Tangent),
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new VertexElement(VertexElement.Format.Texture2D)
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};
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var invertedIndices = new uint[] { 0,1,3, 3,1,2, 5,4,6, 6,4,7, 8,9,11, 11,9,10, 13,12,14, 14,12,15, 16,17,19, 19,17,18, 21,20,22, 22,20,23 };
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var normalIndices = new uint[] { 3,1,0, 2,1,3, 6,4,5, 7,4,6, 11,9,8, 10,9,11, 14,12,13, 15,12,14, 19,17,16, 18,17,19, 22,20,21, 23,20,22 };
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this.GeometryBuffer = GeometryBuffer.Create<CommonCubeVertex>(
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parameters.IsInverted ? invertedIndices : normalIndices,
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vertices,
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vertexElements,
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false);
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}
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private ICreationParams creationParams;
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public override ICreationParams CreationParams
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{
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get { return creationParams; }
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}
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private ObservableCollection<IResource> children;
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[ReadOnly]
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public override ObservableCollection<IResource> Children
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{
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get
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{
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if (children == null)
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{
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children = new ObservableCollection<IResource>();
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children.Add(GeometryBuffer);
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}
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return children;
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}
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}
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}
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}
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135
aiwaz/Backup/Aiwaz.Resources/Prefab/PingPongBuffer.cs
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135
aiwaz/Backup/Aiwaz.Resources/Prefab/PingPongBuffer.cs
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@@ -0,0 +1,135 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using Aiwaz.Contracts;
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using Aiwaz.Resources.Attributes;
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using System.Collections.ObjectModel;
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namespace Aiwaz.Resources.Prefab
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{
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public struct PingPongBufferDescription
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{
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public int LoopCount;
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public string ShaderFileName;
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public string ShaderTechniqueA;
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public string ShaderTechniqueB;
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public string PreProcessShaderTechnique;
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public int TextureWidth;
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public int TextureHeight;
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public SlimDX.DXGI.Format TextureFormat;
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};
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[CreationParameters("Standard ping-pong buffer")]
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public class PingPongBufferParams : ICreationParams
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{
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public PingPongBufferDescription Desc;
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public Texture InputTexture;
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public PingPongBufferParams()
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{
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}
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}
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[AiwazResource("PingPong buffer", "Two buffers that alternate each other")]
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public class PingPongBuffer : Resource
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{
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public Texture InputTexture { get; protected set;}
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public Texture OutputTexture { get { return textureB.Texture; } }
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public RenderCommandNode RootNode { get; protected set; }
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public RenderCommandNode PreProcessNode { get; protected set; }
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RenderCommandNode renderTargetNodeA;
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RenderCommandNode renderTargetNodeB;
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Shader shaderA;
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Shader shaderB;
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Shader shaderPreProcess;
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RenderTargetTexture textureA;
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RenderTargetTexture textureB;
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GeometryBuffer screenQuad;
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ShaderParameterSet shaderParameterA;
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ShaderParameterSet shaderParameterB;
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ShaderParameterSet shaderParameterPreProcess;
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public PingPongBuffer(PingPongBufferParams parameters)
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{
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creationParams = parameters;
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if (string.IsNullOrEmpty(parameters.Desc.ShaderFileName))
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throw new ArgumentNullException("ShaderFileName");
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shaderA = new Shader(new ShaderParams() { FileName = parameters.Desc.ShaderFileName, TechniqueName = parameters.Desc.ShaderTechniqueA } );
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shaderB = new Shader(new ShaderParams() { FileName = parameters.Desc.ShaderFileName, TechniqueName = parameters.Desc.ShaderTechniqueB } );
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shaderPreProcess = new Shader(new ShaderParams() { FileName = parameters.Desc.ShaderFileName, TechniqueName = parameters.Desc.PreProcessShaderTechnique });
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textureA = new RenderTargetTexture(new RenderTargetTextureParams() { width = parameters.Desc.TextureWidth, height = parameters.Desc.TextureHeight, format = parameters.Desc.TextureFormat } );
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textureB = new RenderTargetTexture(new RenderTargetTextureParams() { width = parameters.Desc.TextureWidth, height = parameters.Desc.TextureHeight, format = parameters.Desc.TextureFormat } );
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shaderParameterA = new ShaderParameterSet();
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shaderParameterA.SetParameter("InputTexture", textureB.Texture, ParameterBindType.BindBySemantic);
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shaderParameterB = new ShaderParameterSet();
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shaderParameterB.SetParameter("InputTexture", textureA.Texture, ParameterBindType.BindBySemantic);
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this.InputTexture = parameters.InputTexture;
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shaderParameterPreProcess = new ShaderParameterSet();
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shaderParameterPreProcess.SetParameter("InputTexture", this.InputTexture, ParameterBindType.BindBySemantic);
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var quad = new Quad(new QuadParams() { Width = 2.0f, Height = 2.0f } );
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screenQuad = quad.GeometryBuffer;
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renderTargetNodeA = new RenderCommandNode();
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renderTargetNodeA.Children.Add(textureA);
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renderTargetNodeA.Children.Add(shaderA);
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renderTargetNodeA.Children.Add(shaderParameterA);
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renderTargetNodeA.Children.Add(screenQuad);
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renderTargetNodeB = new RenderCommandNode();
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renderTargetNodeB.Children.Add(textureB);
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renderTargetNodeB.Children.Add(shaderB);
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renderTargetNodeB.Children.Add(shaderParameterB);
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renderTargetNodeB.Children.Add(screenQuad);
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this.RootNode = new RenderCommandNode();
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this.PreProcessNode = new RenderCommandNode();
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||||
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// preprocessing
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this.RootNode.Children.Add(textureB);
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this.RootNode.Children.Add(shaderPreProcess);
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this.RootNode.Children.Add(shaderParameterPreProcess);
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this.RootNode.Children.Add(screenQuad);
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this.RootNode.Children.Add(this.PreProcessNode);
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// real pingpongs
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for (int i = 0; i < parameters.Desc.LoopCount; ++i)
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{
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this.RootNode.Children.Add(renderTargetNodeA);
|
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this.RootNode.Children.Add(renderTargetNodeB);
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||||
}
|
||||
}
|
||||
|
||||
private ICreationParams creationParams;
|
||||
public override ICreationParams CreationParams
|
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{
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get { return creationParams; }
|
||||
}
|
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private ObservableCollection<IResource> children;
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[ReadOnly]
|
||||
public override ObservableCollection<IResource> Children
|
||||
{
|
||||
get
|
||||
{
|
||||
if (children == null)
|
||||
{
|
||||
children = new ObservableCollection<IResource>();
|
||||
children.Add(InputTexture);
|
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children.Add(OutputTexture);
|
||||
children.Add(RootNode);
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children.Add(PreProcessNode);
|
||||
}
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return children;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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119
aiwaz/Backup/Aiwaz.Resources/Prefab/Quad.cs
Normal file
119
aiwaz/Backup/Aiwaz.Resources/Prefab/Quad.cs
Normal file
@@ -0,0 +1,119 @@
|
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using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using Aiwaz.Contracts;
|
||||
using SlimDX;
|
||||
using Aiwaz.Resources.Attributes;
|
||||
using System.Collections.ObjectModel;
|
||||
|
||||
namespace Aiwaz.Resources.Prefab
|
||||
{
|
||||
[CreationParameters("Unity-sized one-sided quad")]
|
||||
public class QuadParams : ICreationParams
|
||||
{
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||||
public float Width;
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||||
public float Height;
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||||
public bool IsTwoSided;
|
||||
|
||||
public QuadParams()
|
||||
{
|
||||
Width = 1.0f;
|
||||
Height = 1.0f;
|
||||
IsTwoSided = false;
|
||||
}
|
||||
}
|
||||
|
||||
[AiwazResource("Quad", "A simple 2d non-uniform Quad")]
|
||||
public class Quad : Resource
|
||||
{
|
||||
public struct CommonQuadVertex
|
||||
{
|
||||
public CommonQuadVertex(SlimDX.Vector3 pos,
|
||||
SlimDX.Vector3 normal,
|
||||
SlimDX.Vector2 tex)
|
||||
{
|
||||
this.Pos = pos;
|
||||
this.Normal = normal;
|
||||
this.Tex = tex;
|
||||
}
|
||||
public SlimDX.Vector3 Pos;
|
||||
public SlimDX.Vector3 Normal;
|
||||
public SlimDX.Vector2 Tex;
|
||||
};
|
||||
|
||||
public GeometryBuffer GeometryBuffer { get; protected set; }
|
||||
|
||||
public Quad(QuadParams parameters)
|
||||
{
|
||||
this.creationParams = parameters;
|
||||
float width = parameters.Width * 0.5f;
|
||||
float height = parameters.Height * 0.5f;
|
||||
|
||||
CommonQuadVertex[] quadOneSidedVertices = new CommonQuadVertex[]
|
||||
{
|
||||
new CommonQuadVertex( new SlimDX.Vector3( -width, height, 0.0f ), new SlimDX.Vector3(0.0f, 0.0f, -1.0f), new SlimDX.Vector2( 0.0f, 0.0f ) ),
|
||||
new CommonQuadVertex( new SlimDX.Vector3( width, -height, 0.0f ), new SlimDX.Vector3(0.0f, 0.0f, -1.0f), new SlimDX.Vector2( 1.0f, 1.0f ) ),
|
||||
new CommonQuadVertex( new SlimDX.Vector3( -width, -height, 0.0f ), new SlimDX.Vector3(0.0f, 0.0f, -1.0f), new SlimDX.Vector2( 0.0f, 1.0f ) ),
|
||||
|
||||
new CommonQuadVertex( new SlimDX.Vector3( -width, height, 0.0f ), new SlimDX.Vector3(0.0f, 0.0f, -1.0f), new SlimDX.Vector2( 0.0f, 0.0f ) ),
|
||||
new CommonQuadVertex( new SlimDX.Vector3( width, height, 0.0f ), new SlimDX.Vector3(0.0f, 0.0f, -1.0f), new SlimDX.Vector2( 1.0f, 0.0f ) ),
|
||||
new CommonQuadVertex( new SlimDX.Vector3( width, -height, 0.0f ), new SlimDX.Vector3(0.0f, 0.0f, -1.0f), new SlimDX.Vector2( 1.0f, 1.0f ) ),
|
||||
};
|
||||
|
||||
CommonQuadVertex[] quadTwoSidedVertices = new CommonQuadVertex[]
|
||||
{
|
||||
new CommonQuadVertex( new SlimDX.Vector3( -width, height, 0.0f ), new SlimDX.Vector3(0.0f, 0.0f, -1.0f), new SlimDX.Vector2( 0.0f, 0.0f ) ),
|
||||
new CommonQuadVertex( new SlimDX.Vector3( width, -height, 0.0f ), new SlimDX.Vector3(0.0f, 0.0f, -1.0f), new SlimDX.Vector2( 1.0f, 1.0f ) ),
|
||||
new CommonQuadVertex( new SlimDX.Vector3( -width, -height, 0.0f ), new SlimDX.Vector3(0.0f, 0.0f, -1.0f), new SlimDX.Vector2( 0.0f, 1.0f ) ),
|
||||
new CommonQuadVertex( new SlimDX.Vector3( -width, height, 0.0f ), new SlimDX.Vector3(0.0f, 0.0f, -1.0f), new SlimDX.Vector2( 0.0f, 0.0f ) ),
|
||||
new CommonQuadVertex( new SlimDX.Vector3( width, height, 0.0f ), new SlimDX.Vector3(0.0f, 0.0f, -1.0f), new SlimDX.Vector2( 1.0f, 0.0f ) ),
|
||||
new CommonQuadVertex( new SlimDX.Vector3( width, -height, 0.0f ), new SlimDX.Vector3(0.0f, 0.0f, -1.0f), new SlimDX.Vector2( 1.0f, 1.0f ) ),
|
||||
|
||||
new CommonQuadVertex( new SlimDX.Vector3( -width, height, 0.0f ), new SlimDX.Vector3(0.0f, 0.0f, 1.0f), new SlimDX.Vector2( 1.0f, 0.0f ) ),
|
||||
new CommonQuadVertex( new SlimDX.Vector3( width, -height, 0.0f ), new SlimDX.Vector3(0.0f, 0.0f, 1.0f), new SlimDX.Vector2( 0.0f, 1.0f ) ),
|
||||
new CommonQuadVertex( new SlimDX.Vector3( -width, -height, 0.0f ), new SlimDX.Vector3(0.0f, 0.0f, 1.0f), new SlimDX.Vector2( 1.0f, 1.0f ) ),
|
||||
new CommonQuadVertex( new SlimDX.Vector3( -width, height, 0.0f ), new SlimDX.Vector3(0.0f, 0.0f, 1.0f), new SlimDX.Vector2( 1.0f, 0.0f ) ),
|
||||
new CommonQuadVertex( new SlimDX.Vector3( width, height, 0.0f ), new SlimDX.Vector3(0.0f, 0.0f, 1.0f), new SlimDX.Vector2( 0.0f, 0.0f ) ),
|
||||
new CommonQuadVertex( new SlimDX.Vector3( width, -height, 0.0f ), new SlimDX.Vector3(0.0f, 0.0f, 1.0f), new SlimDX.Vector2( 0.0f, 1.0f ) ),
|
||||
};
|
||||
|
||||
var vertexElements = new VertexElement[]
|
||||
{
|
||||
new VertexElement(VertexElement.Format.Position),
|
||||
new VertexElement(VertexElement.Format.Normal),
|
||||
new VertexElement(VertexElement.Format.Texture2D)
|
||||
};
|
||||
|
||||
var oneSidedIndices = new uint[] { 0,1,2, 3,4,5 };
|
||||
var twoSidedIndices = new uint[] { 0, 1, 2, 3, 4, 5, 11, 10, 9, 8, 7, 6 };
|
||||
|
||||
this.GeometryBuffer = GeometryBuffer.Create<CommonQuadVertex>(
|
||||
parameters.IsTwoSided ? twoSidedIndices : oneSidedIndices,
|
||||
parameters.IsTwoSided ? quadTwoSidedVertices : quadOneSidedVertices,
|
||||
vertexElements,
|
||||
false);
|
||||
}
|
||||
|
||||
private ICreationParams creationParams;
|
||||
public override ICreationParams CreationParams
|
||||
{
|
||||
get { return creationParams; }
|
||||
}
|
||||
|
||||
private ObservableCollection<IResource> children;
|
||||
[ReadOnly]
|
||||
public override ObservableCollection<IResource> Children
|
||||
{
|
||||
get
|
||||
{
|
||||
if (children == null)
|
||||
{
|
||||
children = new ObservableCollection<IResource>();
|
||||
children.Add(GeometryBuffer);
|
||||
}
|
||||
return children;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user