Files
bluflame/aiwaz/Backup/Aiwaz.Resources/Prefab/PingPongBuffer.cs
2026-04-18 22:31:51 +02:00

136 lines
5.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Aiwaz.Contracts;
using Aiwaz.Resources.Attributes;
using System.Collections.ObjectModel;
namespace Aiwaz.Resources.Prefab
{
public struct PingPongBufferDescription
{
public int LoopCount;
public string ShaderFileName;
public string ShaderTechniqueA;
public string ShaderTechniqueB;
public string PreProcessShaderTechnique;
public int TextureWidth;
public int TextureHeight;
public SlimDX.DXGI.Format TextureFormat;
};
[CreationParameters("Standard ping-pong buffer")]
public class PingPongBufferParams : ICreationParams
{
public PingPongBufferDescription Desc;
public Texture InputTexture;
public PingPongBufferParams()
{
}
}
[AiwazResource("PingPong buffer", "Two buffers that alternate each other")]
public class PingPongBuffer : Resource
{
public Texture InputTexture { get; protected set;}
public Texture OutputTexture { get { return textureB.Texture; } }
public RenderCommandNode RootNode { get; protected set; }
public RenderCommandNode PreProcessNode { get; protected set; }
RenderCommandNode renderTargetNodeA;
RenderCommandNode renderTargetNodeB;
Shader shaderA;
Shader shaderB;
Shader shaderPreProcess;
RenderTargetTexture textureA;
RenderTargetTexture textureB;
GeometryBuffer screenQuad;
ShaderParameterSet shaderParameterA;
ShaderParameterSet shaderParameterB;
ShaderParameterSet shaderParameterPreProcess;
public PingPongBuffer(PingPongBufferParams parameters)
{
creationParams = parameters;
if (string.IsNullOrEmpty(parameters.Desc.ShaderFileName))
throw new ArgumentNullException("ShaderFileName");
shaderA = new Shader(new ShaderParams() { FileName = parameters.Desc.ShaderFileName, TechniqueName = parameters.Desc.ShaderTechniqueA } );
shaderB = new Shader(new ShaderParams() { FileName = parameters.Desc.ShaderFileName, TechniqueName = parameters.Desc.ShaderTechniqueB } );
shaderPreProcess = new Shader(new ShaderParams() { FileName = parameters.Desc.ShaderFileName, TechniqueName = parameters.Desc.PreProcessShaderTechnique });
textureA = new RenderTargetTexture(new RenderTargetTextureParams() { width = parameters.Desc.TextureWidth, height = parameters.Desc.TextureHeight, format = parameters.Desc.TextureFormat } );
textureB = new RenderTargetTexture(new RenderTargetTextureParams() { width = parameters.Desc.TextureWidth, height = parameters.Desc.TextureHeight, format = parameters.Desc.TextureFormat } );
shaderParameterA = new ShaderParameterSet();
shaderParameterA.SetParameter("InputTexture", textureB.Texture, ParameterBindType.BindBySemantic);
shaderParameterB = new ShaderParameterSet();
shaderParameterB.SetParameter("InputTexture", textureA.Texture, ParameterBindType.BindBySemantic);
this.InputTexture = parameters.InputTexture;
shaderParameterPreProcess = new ShaderParameterSet();
shaderParameterPreProcess.SetParameter("InputTexture", this.InputTexture, ParameterBindType.BindBySemantic);
var quad = new Quad(new QuadParams() { Width = 2.0f, Height = 2.0f } );
screenQuad = quad.GeometryBuffer;
renderTargetNodeA = new RenderCommandNode();
renderTargetNodeA.Children.Add(textureA);
renderTargetNodeA.Children.Add(shaderA);
renderTargetNodeA.Children.Add(shaderParameterA);
renderTargetNodeA.Children.Add(screenQuad);
renderTargetNodeB = new RenderCommandNode();
renderTargetNodeB.Children.Add(textureB);
renderTargetNodeB.Children.Add(shaderB);
renderTargetNodeB.Children.Add(shaderParameterB);
renderTargetNodeB.Children.Add(screenQuad);
this.RootNode = new RenderCommandNode();
this.PreProcessNode = new RenderCommandNode();
// preprocessing
this.RootNode.Children.Add(textureB);
this.RootNode.Children.Add(shaderPreProcess);
this.RootNode.Children.Add(shaderParameterPreProcess);
this.RootNode.Children.Add(screenQuad);
this.RootNode.Children.Add(this.PreProcessNode);
// real pingpongs
for (int i = 0; i < parameters.Desc.LoopCount; ++i)
{
this.RootNode.Children.Add(renderTargetNodeA);
this.RootNode.Children.Add(renderTargetNodeB);
}
}
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(InputTexture);
children.Add(OutputTexture);
children.Add(RootNode);
children.Add(PreProcessNode);
}
return children;
}
}
}
}