SharpDX/DX11 Alpha Blend - c#

I am attempting to use alpha blending with SharpDX. If I set my blend state on my output merger, nothing renders at all, and I have absolutely no idea why. When never setting the blend state, everything works fine. Even if I set a blend state with the default blend description, nothing renders. I figure there's some step I'm missing or I am doing something in the wrong order, so I'll just paste what I've got and hope somebody can point something out...
I have a BlendState set up using the following code:
bs = new BlendState(Devices.Device11, new BlendStateDescription());
var blendDesc = new RenderTargetBlendDescription(
true,
BlendOption.SourceAlpha,
BlendOption.InverseSourceAlpha,
BlendOperation.Add,
BlendOption.One,
BlendOption.Zero,
BlendOperation.Add,
ColorWriteMaskFlags.All);
bs.Description.RenderTarget[0] = blendDesc;
...and here are the contents of my render loop. If all I do is comment out context.OutputMerger.SetBlendState(bs), my meshes render fine (without any blending, that is):
var context = Devices.Device11.ImmediateContext;
context.ClearDepthStencilView(DepthStencilView, DepthStencilClearFlags.Depth, 1.0f, 0);
context.ClearRenderTargetView(RenderTargetView, new Color4());
context.OutputMerger.SetTargets(DepthStencilView, RenderTargetView);
context.OutputMerger.SetBlendState(bs);
context.Rasterizer.State = rs;
context.Rasterizer.SetViewport(Viewport);
context.VertexShader.SetConstantBuffer(0, viewProjBuffer);
context.UpdateSubresource(Camera.ViewProjection.ToFloatArray(), viewProjBuffer);
Dictionary<Mesh, Buffer> vBuffers = VertexBuffers.ToDictionary(k => k.Key, v => v.Value);
Dictionary<Mesh, Buffer> iBuffers = IndexBuffers.ToDictionary(k => k.Key, v => v.Value);
foreach (var mesh in vBuffers.Keys)
{
if (mesh.MeshType == MeshType.LineStrip)
{
context.InputAssembler.PrimitiveTopology = PrimitiveTopology.LineStrip;
context.InputAssembler.InputLayout = Effects.LineEffect.InputLayout;
context.VertexShader.Set(Effects.LineEffect.VertexShader);
context.PixelShader.Set(Effects.LineEffect.PixelShader);
}
else
{
context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
context.InputAssembler.InputLayout = Effects.FaceEffect.InputLayout;
context.VertexShader.Set(Effects.FaceEffect.VertexShader);
context.PixelShader.Set(Effects.FaceEffect.PixelShader);
}
context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vBuffers[mesh], GetMeshStride(mesh) * 4, 0));
context.InputAssembler.SetIndexBuffer(iBuffers[mesh], Format.R32_UInt, 0);
context.DrawIndexed(mesh.IndexUsage, 0, 0);
}
context.ResolveSubresource(RenderTarget, 0, SharedTexture, 0, Format.B8G8R8A8_UNorm);
context.Flush();
I am rendering to a texture, which is initialized using the following texture description:
Texture2DDescription colorDesc = new Texture2DDescription
{
BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource,
Format = Format.B8G8R8A8_UNorm,
Width = width,
Height = height,
MipLevels = 1,
SampleDescription = new SampleDescription(8, 32),
Usage = ResourceUsage.Default,
OptionFlags = ResourceOptionFlags.Shared,
CpuAccessFlags = CpuAccessFlags.None,
ArraySize = 1
};
It is important for me to render to a texture and for me to use that format. I thought that maybe blending worked with particular formats, but I could not find any info suggesting anything of that sort.
I am also multisampling, which is why I call ResolveSubresource(...) at the end of my render method. The texture I am copying to has an identical description to RenderTarget, except with a different SampleDescription.
Speaking of multisampling, here's the RasterizerState I am using:
rs = new RasterizerState(Devices.Device11, new RasterizerStateDescription()
{
FillMode = FillMode.Solid,
CullMode = CullMode.Back,
IsFrontCounterClockwise = true,
DepthBias = 0,
DepthBiasClamp = 0,
SlopeScaledDepthBias = 0,
IsDepthClipEnabled = true,
IsScissorEnabled = false,
IsMultisampleEnabled = true,
IsAntialiasedLineEnabled = true
});
I am rendering with a shader, which is basically a "Hello World" shader plus a camera matrix and basic normal direction lighting. I've verified that my vertex alpha values are what they're supposed to be just as they're being populated into their vertex buffers... and even if I hardcode their alpha to 1 at the end of the pixel shader, I still get nothing, so long as I use that BlendState. Without using BlendState, everything renders opaque as expected, regardless of alpha values. I've even tried implementing the blend state in the shader itself, but that seems to have no effect whatsoever. Everything appears to render as if no blending was defined at all.
If it matters, I'm using FeatureLevel.Level.Level_11_0 with my Device.
Unfortunately this is about as much as I have to go on. Like I said this problem is a total mystery to me at this point.

Just wanted to update this for anyone who comes here in the future. Something that worked for me was quite simply:
BlendStateDescription blendStateDescription = new BlendStateDescription
{
AlphaToCoverageEnable = false,
};
blendStateDescription.RenderTarget[0].IsBlendEnabled = true;
blendStateDescription.RenderTarget[0].SourceBlend = BlendOption.SourceAlpha;
blendStateDescription.RenderTarget[0].DestinationBlend = BlendOption.InverseSourceAlpha;
blendStateDescription.RenderTarget[0].BlendOperation = BlendOperation.Add;
blendStateDescription.RenderTarget[0].SourceAlphaBlend = BlendOption.Zero;
blendStateDescription.RenderTarget[0].DestinationAlphaBlend = BlendOption.Zero;
blendStateDescription.RenderTarget[0].AlphaBlendOperation = BlendOperation.Add;
blendStateDescription.RenderTarget[0].RenderTargetWriteMask = ColorWriteMaskFlags.All;
this._context.OutputMerger.BlendState = new BlendState(_device,blendStateDescription);
I also handled the alpha component in my shader, as well, in case you want to manually add transparency to a model, pseudo code:
float4 PixelShaderMain( PixelShaderArgs pixelShaderArgs )
: SV_Target
{
float u = pixelShaderArgs.col.x;
float v = pixelShaderArgs.col.y;
float4 color = ShaderTexture.Load(int3(convertUVToPixel(u,v),0));
return float4(color.r,color.g,color.b,0.5); // 50% transparency
}
Hope this helps someone instead of getting a dead page that basically points nowhere. Happy coding everyone!

Related

Converting OpenCVSharp4 Rectangle to IronOCR CropRectangle(System.Drawing.Rectangle)

I have a project in which I'm using IronOCR to read an area define by OpenCVSharp4 but the problem I'm encountering is IronOCrs CropRectangle method, it uses System.drawing.rectangle and for some reason my OpenCvSharp.Rect cannot be converted to it, by this I mean when I Finally uses IronOCRs Input.Add(Image, ContentArea) the results I get are not what is expected.
Below the code I have attached a picture of what the code currently produces.
Don't worry about IronOCR not getting the correct letters I believe it has to do with it creating a weird box and some letters getting cut off, it works if I made the area larger for crop rectangle width and height
var Ocr = new IronTesseract();
String[] splitText;
using (var Input = new OcrInput())
{
//OpenCv
OpenCvSharp.Rect rect = new OpenCvSharp.Rect(55, 107, 219, 264);
//IronOCR
Rectangle ContentArea = new Rectangle() { X = rect.TopLeft.X, Y = rect.TopLeft.Y, Height = rect.Height, Width = rect.Width };
CropRectangle r = new CropRectangle(ContentArea);
CordBox.Text = r.Rectangle.ToString();
//OpenCv
resizedMat.Rectangle(rect.TopLeft, rect.BottomRight, Scalar.Blue, 3);
resizedMat.Rectangle(new OpenCvSharp.Point(55, 107), new OpenCvSharp.Point(219, 264), Scalar.Brown, 3);
Cv2.ImShow("resizedMat", resizedMat);
//IronOCR
Input.Add(#"C:\Projects\AnExperiment\WpfApp1\Images\TestSave.PNG", r);
Input.EnhanceResolution();
var Result = Ocr.Read(Input);
ResultBox.Text = Result.Text;
splitText = ResultBox.Text.Split('\n');
}
SO here is the solution I came up with.
This problem is a OpenCvSharp4 one where OpenCvSharp4.Rectangle for some reason does have matching coordinates to System.Drawing.Rectangle. I have posted this on the gitHub for OpenCvSHarp4 and he says its fine, but its not.
So I switched over to Emgu NuGet package its better for C# applications and is a OpenCv Wrapper made for C# (I was just scared of giving it a try before because i never really understood it.)
Emgu uses System.Drawing.Rectangle by default instead of something like OpenCvSharp4.Rectangle so everything matches up nicely.
Mat testMat = new Mat();
System.Drawing.Rectangle roi = CvInvoke.SelectROI("main", testMat );
After finding this out the rest was pretty easy so the final code is below on how it was transformed. (For reference Emgu.CV.CVInvoke is how its called and Emgu.CV.BitmapExtension is its own separate NuGet package)
// Get the original Image
fullPage = CvInvoke.Imread(#"C:\Projects\AnExperiment\WpfApp1\Images\TestImageFinalFilled.png");
// Resize it so it works with the cordinates stored previously in a json file
CvInvoke.Resize(fullPage, resizedMat, EmguSetResolution(fullPage, dpi));
// Save the small version so iron ocr doesnt mess up
var bitmap = Emgu.CV.BitmapExtension.ToBitmap(resizedMat);
bitmap.Save(#"C:\Projects\AnExperiment\WpfApp1\Images\Test.PNG");
// Let user select box
System.Drawing.Rectangle roi = CvInvoke.SelectROI("main", resizedMat);
CvInvoke.DestroyWindow("main");
// Draw Rect for debugging
CvInvoke.Rectangle(resizedMat, roi, new MCvScalar(0, 0, 255), 2);
// Read section we highlighted by pulling the saved resuze imag as a reference
var Ocr = new IronTesseract();
IronOcr.OcrResult ocrResult;
Ocr.UseCustomTesseractLanguageFile(#"C:\Projects\AnExperiment\WpfApp1\tessdata_best-main\eng.traineddata");
using (var Input = new OcrInput())
{
CvInvoke.Rectangle(resizedMat, roi, new MCvScalar(0, 0, 255), 2);
IronOcr.CropRectangle contentArea = new CropRectangle(roi);
Input.AddImage(#"C:\Projects\AnExperiment\WpfApp1\Images\Test.PNG", contentArea);
Input.EnhanceResolution();
Input.Sharpen();
Input.Contrast();
ocrResult = Ocr.Read(Input);
}
File.Delete(#"C:\Projects\AnExperiment\WpfApp1\Images\Test.PNG");
CvInvoke.Imshow("m", resizedMat);
After all this I have some functions that spit the ocrResult.Text into the textbox and separate certain things I needed from it.

Applying fragment shaders to images

My goal is to apply any shader written in SKSL to an image. I am aware that this feature is available in Skia but not in SkiaSharp, but I see that there has been some effort recently to port the functionality. I've been trying to replicate a solution for one of the pre-release versions that one of the contributors made here: https://github.com/mono/SkiaSharp/issues/1319#issuecomment-640529824 but I had to make a few changes to my code and shader as they weren't seemingly compatible with the latest pre-release version (2.88.0-preview.232). Here is mine for reference:
// input values
SKBitmap bmp = new SKBitmap(1000, 1000);
SKCanvas canvas = new SKCanvas(bmp);
float threshold = 1.05f;
float exponent = 1.5f;
// shader
var src = #"
in fragmentProcessor color_map;
uniform float scale;
uniform half exp;
uniform float3 in_colors0;
half4 main(float2 p) {
half4 texColor = sample(color_map, p);
if (length(abs(in_colors0 - pow(texColor.rgb, half3(exp)))) < scale)
discard;
return texColor;
}";
using var effect = SKRuntimeEffect.Create(src, out var errorText);
// input values
var inputs = new SKRuntimeEffectUniforms(effect);
inputs["scale"] = threshold;
inputs["exp"] = exponent;
inputs["in_colors0"] = new[] {1f, 1f, 1f};
// shader values
using var blueShirt = SKImage.FromEncodedData(Path.Combine(PathToImages, "blue-shirt.jpg"));
using var textureShader = blueShirt.ToShader();
var children = new SKRuntimeEffectChildren(effect);
children["color_map"] = textureShader;
// create actual shader
using var shader = effect.ToShader(true, inputs, children);
// draw as normal
canvas.Clear(SKColors.Black);
using var paint = new SKPaint { Shader = shader };
canvas.DrawRect(SKRect.Create(400, 400), paint);
However, I get a System.Runtime.InteropServices.SEHException: 'External component has thrown an exception.' on canvas.DrawRect() which I believe is either a problem with my shader or that this feature is not yet fully supported. Besides manually modifying individual pixels with C# which should be a lot slower than a shader operation, is the latter not possible within the current realm of SkiaSharp? If not, I think I'll be needing to load an image into some library with OpenGL bindings (like OpenTK), apply the shader, take a screenshot of the canvas, then load that image into SkiaSharp, which I imagine is not a great solution. I'd like to see possible solutions even outside of Skia.

C#: SharpDX - Draw Basic Stars

The Issue
I've been searching for an answer to this issue for a few days now. I need help finding a way to generate a basic star. I have the code to randomly generate the locations done; however, I am new to DirectX and came from the world of XNA and Unity. DirectX development seems overly-complicated at the best of times. I have found a few tutorials, but, I am finding them difficult to follow. I have been unable to render anything to the screen once I've cleared it. I'm using the basic setup as far as rendering goes, I haven't created any special classes or structs. I have been trying to follow the Richard's Software tutorials that were converted to C# from C++ in the book 3D Game Programming With DirectX 11 by Frank D. Luna. The farthest I have been able to successfully complete was clearing to Color.CornflowerBlue.
Question(s)
Are there any simplistic methods to draw/render objects to the screen, I'm able to render text just fine, but images (sprites) and 3D meshes seem to be giving me issues. Is there a simplistic method to draw basic geometric shapes? For example: Primitives.DrawSphere(float radius, Vector3 location, Color c);
If there aren't any simplistic methods available to draw primitives, what is going to be the simplest approach to rendering stars? I can do spheres, sprites with alpha blending to simulate distance, billboards, etc. What will be the simplest method to implement?
How do I implement the simplest method revealed by question 2 above? Code samples, tutorials (no videos), articles, etc. are greatly appreciated as I am having a hard time tracking down good C# references, it would appear that most are utilizing Unity and Unreal these days, but I don't have those options.
Notes
I work in a government environment and am unable to utilize third party tools that haven't been approved. The approval process is a nightmare so third party tools are typically a no go. All supplied answers, documentation, samples, etc. should be strictly utilizing SharpDX.
My Code
My project is a WindowsFormsApplicaiton where the primary form has been derived from RenderForm. I have created a single class called Engine that handles the DirectX code.
Engine.cs:
internal class Engine : IDisposable {
#region Fields
private Device device;
private SwapChain swapChain;
private DeviceContext context;
private Texture2D backBuffer;
private RenderTargetView renderView;
private SynchronizationContext syncContext;
#endregion
#region Events
public event EventHandler Draw;
public event EventHandler Update;
private void SendDraw(object data) { Draw(this, new EventArgs()); }
private void SendUpdate(object data) { Update(this, new EventArgs()); }
#endregion
#region Constructor(s)
public Engine(RenderForm form) {
SwapChainDescription description = new SwapChainDescription() {
ModeDescription = new ModeDescription(form.Width, form.Height, new Rational(60, 1), Format.R8G8B8A8_UNorm),
SampleDescription = new SampleDescription(1, 0),
Usage = Usage.RenderTargetOutput,
BufferCount = 1,
OutputHandle = form.Handle,
IsWindowed = !form.IsFullscreen
};
Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.Debug, description, out device, out swapChain);
backBuffer = Resource.FromSwapChain<Texture2D>(swapChain, 0);
renderView = new RenderTargetView(device, backBuffer);
context = device.ImmediateContext;
context.OutputMerger.SetRenderTargets(renderView);
context.Rasterizer.SetViewport(new Viewport(0, 0, form.Width, form.Height));
renderForm = form;
}
#endregion
#region Public Methods
public void Initialize() {
if (SynchronizationContext.Current != null)
syncContext = SynchronizationContext.Current;
else
syncContext = new SynchronizationContext();
RenderLoop.Run(renderForm, delegate() {
context.ClearRenderTargetView(renderView, Color.CornflowerBlue);
syncContext.Send(SendUpdate, null);
syncContext.Send(SendDraw, null);
swapChain.Present(0, 0);
});
}
public void Dispose() { }
#endregion
}
Form1.cs:
public partial class Form1: RenderForm {
private Engine gameEngine;
int count = 0;
public Form1() {
InitializeComponent();
gameEngine = new Engine(this);
gameEngine.Update += GameEngine_Update;
gameEngine.Draw += GameEngine_Draw;
gameEgnine.Initialize();
}
private void GameEngine_Update(object sender, EventArgs e) => Debug.WriteLine("Updated.");
private void GameEngine_Draw(object sender, EventArgs e) => Debug.WriteLine($"I've drawn {++count} times.");
}
Final Remarks
Any help is appreciated at this point because its going on day 4 and I am still struggling to understand most of the DirectX 11 code. I am by no means new to C# or development; I am just used to Windows Forms, ASP.NET, Unity, XNA, WPF, etc. This is my first experience with DirectX and its definitely over the top. Even worse than when I tried OpenGL ten years ago with hardly any development experience at all.
Few things to start with.
First, DirectX is a very low level API. The only way to get a lower level API on Windows is to go talk to the graphics driver directly, which would be even more of a nightmare. As a result, things tend to be extremely generic, which allows for high flexibility at the cost of being fairly complicated. If you ever wondered what Unity or Unreal were doing under the hood, this is it.
Second, DirectX, and Direct3D in particular, is written in and for C++. C# resources are hard to come by because the API wasn't really intended for use from C# (not that that's a good thing). As a result, discarding the documentation and answers written for C++ is a really bad idea. All the caveats and restrictions on the C++ API also apply to you in the C# world, and you will need to know them.
Third, I will not be able to provide you an entirely C#/SharpDX answer, since I don't use DirectX from C#, but from C++. I'll do what I can to provide accurate mappings, but be aware you are using an API wrapper, which can and will hide some of the details from you. Best option to discover those details would be to have the source code of SharpDX up as you go through the C++ documentation.
Now on to the questions you have. Strap in, this will be long.
First up: there's no simple way to render a primitive object in Direct3D 11. Rendering a six faced cube has the same steps as rendering a 200 million vertex mesh of New York City.
In the rendering loop, we need to do several actions to render anything. In this list, you've already done step 1 and 7, and partially done step 2:
Clear the back buffer and depth/stencil buffers.
Set the input layout, shaders, pipeline state objects, render targets, and viewports used in the current rendering pass.
Set the vertex buffer, index buffer, constant buffers, shader resources and samplers used by the current mesh being drawn.
Issue the draw call for the given mesh.
Repeat steps 3 and 4 for all meshes that must be drawn in the current rendering pass.
Repeat steps 2 through 5 for all passes defined by the application.
Present the swap chain.
Fairly complex, just to render something as simple as a cube. This process needs several objects, of which we already have a few:
A Device object instance, for creating new D3D objects
A DeviceContext object instance, for issuing drawing operations and setting pipeline state
A DXGI.SwapChain object instance, to manage the back buffer(s) and present the next buffer in the chain to the desktop
A Texture2D object instance, to represent the back buffer owned by the swap chain
A RenderTargetView object instance, to allow the graphics card to use a texture as the destination for a rendering operation
A DepthStencilView object instance, if we're are using the depth buffer
VertexShader and PixelShader object instances, representing the shaders used by the GPU during the vertex and pixel shader stages of the graphics pipeline
An InputLayout object instance, representing the exact layout of one vertex in our vertex buffer
A set of Buffer object instances, representing the vertex buffers and index buffers containing our geometry and the constant buffers containing parameters for our shaders
A set of Texture2D object instances with associated ShaderResourceView object instances, representing any textures or surface maps to be applied to our geometry
A set of SamplerState object instances, for sampling the above textures from our shaders
A RasterizerState object instance, to describe the culling, depth biasing, multisampling, and antialiasing parameters the rasterizer should use
A DepthStencilState object instance, to describe how the GPU should conduct the depth test, what causes a depth test fail, and what a fail should do
A BlendState object instance, to describe how the GPU should blend multiple render targets together
Now, what does this look like as actual C# code?
Probably something like this (for rendering):
//Step 1 - Clear the targets
// Clear the back buffer to blue
context.ClearRenderTargetView(BackBufferView, Color.CornflowerBlue);
// Clear the depth buffer to the maximum value.
context.ClearDepthStencilView(DepthStencilBuffer, DepthStencilClearFlags.Depth, 1.0f, 0);
//Step 2 - Set up the pipeline.
// Input Assembler (IA) stage
context.InputAssembler.InputLayout = VertexBufferLayout;
// Vertex Shader (VS) stage
context.VertexShader.Set(SimpleVertexShader);
// Rasterizer (RS) stage
context.Rasterizer.State = SimpleRasterState;
context.Rasterizer.SetViewport(new Viewport(0, 0, form.Width, form.Height));
// Pixel Shader (PS) stage
context.PixelShader.Set(SimplePixelShader);
// Output Merger (OM) stage
context.OutputMerger.SetRenderTargets(DepthStencilBuffer, BackBufferView);
context.OutputMerger.SetDepthStencilState(SimpleDepthStencilState);
context.OutputMerger.SetBlendState(SimpleBlendState);
//Step 3 - Set up the geometry
// Vertex buffers
context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(VertexBuffer, sizeof(Vertex), 0));
// Index buffer
context.InputAssembler.SetIndexBuffer(IndexBuffer, Format.R16_UInt, 0);
// Constant buffers
context.VertexShader.SetConstantBuffer(0, TransformationMatrixBuffer);
context.PixelShader.SetConstantBuffer(0, AmbientLightBuffer);
// Shader resources
context.PixelShader.SetShaderResource(0, MeshTexture);
// Samplers
context.PixelShader.SetSampler(0, MeshTextureSampler);
//Step 4 - Draw the object
context.DrawIndexed(IndexBuffer.Count, 0, 0);
//Step 5 - Advance to the next object and repeat.
// No next object currently.
//Step 6 - Advance to the next pipeline configuration
// No next pipeline configuration currently.
//Step 7 - Present to the screen.
swapChain.Present(0, 0);
The vertex and pixel shaders in this example code expect:
A model with position, normal, and texture coordinates per vertex
The position of the camera in world space, the world-view-projection matrix, world inverse transpose matrix, and world matrix as a vertex shader constant buffer
The ambient, diffuse, and specular colors of the light, as well as its position in the world, as a pixel shader constant buffer
The 2D texture to apply to the surface of the model in the pixel shader, and
The sampler to use when accessing the pixels of the above texture.
Now the rendering code itself is fairly simple - the setup is the harder part of it:
//Create the vertex buffer
VertexBuffer = new Buffer(device, RawVertexInfo, new BufferDescription {
SizeInBytes = RawVertexInfo.Length * sizeof(Vertex),
Usage = ResourceUsage.Default,
BindFlags = BindFlags.VertexBuffer,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None,
StructureByteStride = sizeof(Vertex)
});
//Create the index buffer
IndexCount = (int)RawIndexInfo.Length;
IndexBuffer = new Buffer(device, RawIndexInfo, new BufferDescription {
SizeInBytes = IndexCount * sizeof(ushort),
Usage = ResourceUsage.Default,
BindFlags = BindFlags.IndexBuffer,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None,
StructureByteStride = sizeof(ushort)
});
//Create the Depth/Stencil view.
Texture2D DepthStencilTexture = new Texture2D(device, new Texture2DDescription {
Format = Format.D32_Float,
BindFlags = BindFlags.DepthStencil,
Usage = ResourceUsage.Default,
Height = renderForm.Height,
Width = renderForm.Width,
ArraySize = 1,
MipLevels = 1,
SampleDescription = new SampleDescription {
Count = 1,
Quality = 0,
},
CpuAccessFlags = 0,
OptionFlags = 0
});
DepthStencilBuffer = new DepthStencilView(device, DepthStencilTexture);
SimpleDepthStencilState = new DepthStencilState(device, new DepthStencilStateDescription {
IsDepthEnabled = true,
DepthComparison = Comparison.Less,
});
//default blend state - can be omitted from the application if defaulted.
SimpleBlendState = new BlendState(device, new BlendStateDescription {
});
//Default rasterizer state - can be omitted from the application if defaulted.
SimpleRasterState = new RasterizerState(device, new RasterizerStateDescription {
CullMode = CullMode.Back,
IsFrontCounterClockwise = false,
});
// Input layout.
VertexBufferLayout = new InputLayout(device, VertexShaderByteCode, new InputElement[] {
new InputElement {
SemanticName = "POSITION",
Slot = 0,
SemanticIndex = 0,
Format = Format.R32G32B32_Float,
Classification = InputClassification.PerVertexData,
AlignedByteOffset = 0,
InstanceDataStepRate = 0,
},
new InputElement {
SemanticName = "NORMAL",
Slot = 0,
SemanticIndex = 0,
Format = Format.R32G32B32_Float,
Classification = InputClassification.PerVertexData,
AlignedByteOffset = InputElement.AppendAligned,
InstanceDataStepRate = 0,
},
new InputElement {
SemanticName = "TEXCOORD0",
Slot = 0,
SemanticIndex = 0,
Format = Format.R32G32_Float,
Classification = InputClassification.PerVertexData,
AlignedByteOffset = InputElement.AppendAligned,
InstanceDataStepRate = 0,
},
});
//Vertex/Pixel shaders
SimpleVertexShader = new VertexShader(device, VertexShaderByteCode);
SimplePixelShader = new PixelShader(device, PixelShaderByteCode);
//Constant buffers
TransformationMatrixBuffer = new Buffer(device, new BufferDescription {
SizeInBytes = sizeof(TransformationMatrixParameters),
BindFlags = BindFlags.ConstantBuffer,
Usage = ResourceUsage.Default,
CpuAccessFlags = CpuAccessFlags.None,
});
AmbientLightBuffer = new Buffer(device, new BufferDescription {
SizeInBytes = sizeof(AmbientLightParameters),
BindFlags = BindFlags.ConstantBuffer,
Usage = ResourceUsage.Default,
CpuAccessFlags = CpuAccessFlags.None,
});
// Mesh texture
MeshTexture = new Texture2D(device, new Texture2DDescription {
Format = Format.B8G8R8A8_UNorm,
BindFlags = BindFlags.ShaderResource,
Usage = ResourceUsage.Default,
Height = MeshImage.Height,
Width = MeshImage.Width,
ArraySize = 1,
MipLevels = 0,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None,
SampleDescription = new SampleDescription {
Count = 1,
Quality = 0,
}
});
//Shader view for the texture
MeshTextureView = new ShaderResourceView(device, MeshTexture);
//Sampler for the texture
MeshTextureSampler = new SamplerState(device, new SamplerStateDescription {
AddressU = TextureAddressMode.Clamp,
AddressV = TextureAddressMode.Clamp,
AddressW = TextureAddressMode.Border,
BorderColor = new SharpDX.Mathematics.Interop.RawColor4(255, 0, 255, 255),
Filter = Filter.MaximumMinMagMipLinear,
ComparisonFunction = Comparison.Never,
MaximumLod = float.MaxValue,
MinimumLod = float.MinValue,
MaximumAnisotropy = 1,
MipLodBias = 0,
});
As you can see, there's a lot of stuff to get through.
As this has already gotten a lot longer than most people have the patience for, I'd recommend getting and reading the book by Frank D. Luna, as he does a much better job of explaining the pipeline stages and the expectations Direct3D has of your application.
I'd also recommend reading through the C++ documentation for the Direct3D API, as, again, everything there will apply to SharpDX.
In addition, you'll want to look into HLSL, as you'll need to define and compile a shader to make any of the above code even work, and if you want any texturing, you'll need to figure out how to get the image data into Direct3D.
On the bright side, if you manage to implement all of this in a clean, extensible manner, you'll be able to render practically anything with little additional effort.

Removing .Diffuse colours from an FBX model

I am currently working on an AR project, based around the original 'Tutorial 8 - Marker Tracking' program supplied by GoblinXNA. I've had a play around with it, and replaced the models with some of my own designs, saved as .fbx format. The problem I am having though is that the .Diffuse extension is replacing the the original colours of the model with red; altering the colours makes no difference, only changing the colour and not allowing me to have the models original appearance, and removing the .Diffuse line of code only makes the model turn to shades of grey and black (I'm guessing this is something to do with CreateLights() method?)
In any case, here is the code form the object; any help would be much appreciated!
ModelLoader mLoader = new ModelLoader(); //self explanatory
Model flagModel = (Model)mLoader.Load("", "FlagModelAsset2");
flagNode = new GeometryNode("FlagModelAsset2");
flagNode.Model = flagModel;
flagNode.AddToPhysicsEngine = true;
flagNode.Physics.Shape = ShapeType.Box;
flagNode.Model.ShadowAttribute = ShadowAttribute.ReceiveCast;
flagNode.Model.Shader = new SimpleShadowShader(scene.ShadowMap);
//TransformNode flagTransNode = new TransformNode();
//flagTransNode.Translation = new Vector3(0, 0, 0); //position of flag
//flagTransNode.Scale = new Vector3(1f, 1f, 1f); //size of flag
toolbarMarkerNode = new MarkerNode(scene.MarkerTracker, "ALVARToolbar.xml");
Material flagMaterial = new Material();
flagMaterial.Diffuse = new Vector4(0.5f, 2, 0, 1); //colour of flag
flagMaterial.Specular = Color.White.ToVector4();
flagMaterial.SpecularPower = 10;
flagNode.Material = flagMaterial;
groundMarkerNode.AddChild(flagNode);
scene.RootNode.AddChild(toolbarMarkerNode);
//flagNode.AddChild(flagTransNode);
NewtonPhysics.CollisionPair pair = new NewtonPhysics.CollisionPair(flagNode.Physics, sphereNode.Physics);
((NewtonPhysics)scene.PhysicsEngine).AddCollisionCallback(pair, BoxSphereCollision);
}
It was the materials; removing this and adding the code below allows the use of the textures from the original imported file
((Model)flagNode.Model).UseInternalMaterials = true;

MonoTouch: Doubling Appearance Image size when Hue adjusted on Retina display

I am setting the NavBar's background with this code which works great in Retina and non-Retina displays. There is a #2x and normal image. So, all good:
UINavigationBar.Appearance.SetBackgroundImage(
GetImage(ImageTheme.menubar), UIBarMetrics.Default);
Now, when I apply this ChangeHue() transformation to the image to adjust its hue, on Retina displays the image is twice the size. Non-Retina displays are fine:
UINavigationBar.Appearance.SetBackgroundImage(
ChangeHue(GetImage(ImageTheme.menubar)), UIBarMetrics.Default);
...
UIImage ChangeHue(UIImage originalImage){
var hueAdjust = new CIHueAdjust() {
Image = CIImage.FromCGImage(originalImage.CGImage),
Angle = hue * (float)Math.PI / 180f // angles to radians
};
var output = hueAdjust.OutputImage;
var context = CIContext.FromOptions(null);
var cgimage = context.CreateCGImage(output, output.Extent);
var i = UIImage.FromImage(cgimage);
return i;
}
Here is the result in Non-Retina and Retina displays after the Hue is applied:
Ignore those HACKs, and edit this line in your ChangeHue method:
var i = UIImage.FromImage(cgimage);
to do this instead:
float scale = 1f;
if (UIScreen.MainScreen.RespondsToSelector (new MonoTouch.ObjCRuntime.Selector ("scale"))) {
scale = UIScreen.MainScreen.Scale; // will be 2.0 for Retina
}
var i = new UIImage(cgimage, scale, UIImageOrientation.Up);
This should return a UIImage object that is has the correct 'scale' information to be properly displayed in the UINavigationBar.
I never tried for CoreImage but, for CoreGraphics, you need to use UIGraphics.BeginImageContextWithOptions and specify 0 for scaling (so it will be done automagically for both Retina and non-Retina displays).
So the first thing I would try is to replace your:
var context = CIContext.FromOptions(null);
with the following block:
UIGraphics.BeginImageContextWithOptions (new SizeF (size, size), false, 0);
using (var c = UIGraphics.GetCurrentContext ()) {
var context = CIContext.FromContext (c);
...
}
UIGraphics.EndImageContext ();
UPDATE: FromContext is not available in iOS (it's OSX specific) so the above code won't work.
Filed a bug with the MonoTouch team. Will post solution shortly.
I've got three 'hacks' to suggest for now:
Hack #1
To force the extent to trim the image by replacing this line:
var cgimage = context.CreateCGImage(output, output.Extent);
with this:
var extent = output.Extent;
if (UIScreen.MainScreen.RespondsToSelector (new MonoTouch.ObjCRuntime.Selector("scale"))) {
if (UIScreen.MainScreen.Scale == 2f) {
extent = new System.Drawing.RectangleF(extent.X, extent.Y, extent.Width / 2f, extent.Height / 2f);
}
}
var cgimage = context.CreateCGImage(output, extent);
HOWEVER you 'lose' the Retina resolution on the adjusted image (it uses the #2x image as the source, but only displays the bottom-left quadrant of it after applying the filter, thanks to the image origin starting at the bottom-left).
Hack #2
Along the same lines, you can scale the image returned from the ChangeHue method so that it doesn't expand beyond the navigation bar:
var hued = ChangeHue (navBarImage);
if (hued.RespondsToSelector(new MonoTouch.ObjCRuntime.Selector("scale")))
hued = hued.Scale (new System.Drawing.SizeF(320, 47));
UINavigationBar.Appearance.SetBackgroundImage (hued, UIBarMetrics.Default);
UNFORTUNATELY you 'lose' the Retina resolution again, but at least the image is displayed correctly (just downsampled to 320 wide).
Hack #3
You could save the filtered image to disk and then set the UIAppearance using the image file on 'disk'. The code would look like this:
bool retina = false;
if (UIScreen.MainScreen.RespondsToSelector (new MonoTouch.ObjCRuntime.Selector ("scale"))) {
if (UIScreen.MainScreen.Scale == 2f) {
retina = true;
}
}
if (retina) {
NSError err; // unitialized
UIImage img = ChangeHue (navBarImage);
img.AsPNG ().Save ("tempNavBar#2x.png", true, out err);
if (err != null && err.Code != 0) {
// error handling
}
UINavigationBar.Appearance.SetBackgroundImage (UIImage.FromFile ("tempNavBar.png"), UIBarMetrics.Default);
} else {
UINavigationBar.Appearance.SetBackgroundImage (ChangeHue (navBarImage), UIBarMetrics.Default);
}
The benefit of this final hack is that the image looks correct (ie. Retina resolution is preserved).
I'm still looking for the "perfect" solution, but at least these ideas 'fix' your problem one-way-or-another...

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