protected override void CreateDeviceDependentResources()
        {
            // Dispose of each vertex and index buffer
            vertexBuffers.ForEach(vb => RemoveAndDispose(ref vb));
            vertexBuffers.Clear();
            indexBuffers.ForEach(ib => RemoveAndDispose(ref ib));
            indexBuffers.Clear();
            textureViews.ForEach(tv => RemoveAndDispose(ref tv));
            textureViews.Clear();
            RemoveAndDispose(ref samplerState);

            // Retrieve our SharpDX.Direct3D11.Device1 instance
            var device = this.DeviceManager.Direct3DDevice;

            // Initialize vertex buffers
            for (int indx = 0; indx < mesh.VertexBuffers.Count; indx++)
            {
                var vb = mesh.VertexBuffers[indx];
                Vertex[] vertices = new Vertex[vb.Length];
                for (var i = 0; i < vb.Length; i++)
                {
                    // Retrieve skinning information for vertex
                    Common.Mesh.SkinningVertex skin = new Common.Mesh.SkinningVertex();
                    if (mesh.SkinningVertexBuffers.Count > 0)
                        skin = mesh.SkinningVertexBuffers[indx][i];

                    // Create vertex
                    vertices[i] = new Vertex(vb[i].Position, vb[i].Normal, vb[i].Color, vb[i].UV, skin);
                }

                vertexBuffers.Add(ToDispose(Buffer.Create(device, BindFlags.VertexBuffer, vertices.ToArray())));
                vertexBuffers[vertexBuffers.Count - 1].DebugName = "VertexBuffer_" + indx.ToString();
            }

            // Initialize index buffers
            foreach (var ib in mesh.IndexBuffers)
            {
                indexBuffers.Add(ToDispose(Buffer.Create(device, BindFlags.IndexBuffer, ib)));
                indexBuffers[indexBuffers.Count - 1].DebugName = "IndexBuffer_" + (indexBuffers.Count - 1).ToString();
            }

            // Load textures if a material has any.
            foreach (var m in mesh.Materials)
            {
                for (var i = 0; i < m.Textures.Length; i++)
                {
                    if (System.IO.File.Exists(m.Textures[i]))
                        textureViews.Add(ToDispose(ShaderResourceView.FromFile(device, m.Textures[i])));
                    else
                        textureViews.Add(null);
                }
            }

            // Create our sampler state
            samplerState = ToDispose(new SamplerState(device, new SamplerStateDescription()
            {
                AddressU = TextureAddressMode.Clamp,
                AddressV = TextureAddressMode.Clamp,
                AddressW = TextureAddressMode.Clamp,
                BorderColor = new Color4(0, 0, 0, 0),
                ComparisonFunction = Comparison.Never,
                Filter = Filter.MinMagMipLinear,
                MaximumAnisotropy = 16,
                MaximumLod = float.MaxValue,
                MinimumLod = 0,
                MipLodBias = 0.0f
            }));
        }
Beispiel #2
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        protected override void CreateDeviceDependentResources()
        {
            // Dispose of each vertex and index buffer
            vertexBuffers.ForEach(vb => RemoveAndDispose(ref vb));
            vertexBuffers.Clear();
            indexBuffers.ForEach(ib => RemoveAndDispose(ref ib));
            indexBuffers.Clear();
            textureViews.ForEach(tv => RemoveAndDispose(ref tv));
            textureViews.Clear();
            RemoveAndDispose(ref samplerState);

            // Retrieve our SharpDX.Direct3D11.Device1 instance
            var device = this.DeviceManager.Direct3DDevice;

            // Initialize vertex buffers
            for (int indx = 0; indx < mesh.VertexBuffers.Count; indx++)
            {
                var      vb       = mesh.VertexBuffers[indx];
                Vertex[] vertices = new Vertex[vb.Length];
                for (var i = 0; i < vb.Length; i++)
                {
                    // Retrieve skinning information for vertex
                    Common.Mesh.SkinningVertex skin = new Common.Mesh.SkinningVertex();
                    if (mesh.SkinningVertexBuffers.Count > 0)
                    {
                        skin = mesh.SkinningVertexBuffers[indx][i];
                    }

                    // Create vertex
                    vertices[i] = new Vertex(vb[i].Position, vb[i].Normal, vb[i].Color, vb[i].UV, skin);
                }

                vertexBuffers.Add(ToDispose(Buffer.Create(device, BindFlags.VertexBuffer, vertices.ToArray())));
                vertexBuffers[vertexBuffers.Count - 1].DebugName = "VertexBuffer_" + indx.ToString();
            }

            // Initialize index buffers
            foreach (var ib in mesh.IndexBuffers)
            {
                indexBuffers.Add(ToDispose(Buffer.Create(device, BindFlags.IndexBuffer, ib)));
                indexBuffers[indexBuffers.Count - 1].DebugName = "IndexBuffer_" + (indexBuffers.Count - 1).ToString();
            }

            // Load textures if a material has any.
            foreach (var m in mesh.Materials)
            {
                for (var i = 0; i < m.Textures.Length; i++)
                {
                    if (System.IO.File.Exists(m.Textures[i]))
                    {
                        textureViews.Add(ToDispose(ShaderResourceView.FromFile(device, m.Textures[i])));
                    }
                    else
                    {
                        textureViews.Add(null);
                    }
                }
            }

            // Create our sampler state
            samplerState = ToDispose(new SamplerState(device, new SamplerStateDescription()
            {
                AddressU           = TextureAddressMode.Wrap,
                AddressV           = TextureAddressMode.Wrap,
                AddressW           = TextureAddressMode.Wrap,
                BorderColor        = new Color4(0, 0, 0, 0),
                ComparisonFunction = Comparison.Never,
                Filter             = Filter.Anisotropic,
                MaximumAnisotropy  = 16,
                MaximumLod         = float.MaxValue,
                MinimumLod         = 0,
                MipLodBias         = 0.0f
            }));
        }
 /// <summary>
 /// Create vertex with position, normal, color, uv coordinates, and skinning
 /// </summary>
 /// <param name="position"></param>
 /// <param name="normal"></param>
 /// <param name="color"></param>
 public Vertex(Vector3 position, Vector3 normal, Color color, Vector2 uv, Common.Mesh.SkinningVertex skin)
 {
     Position = position;
     Normal = normal;
     Color = color;
     UV = uv;
     Skin = skin;
 }
Beispiel #4
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        protected override void CreateDeviceDependentResources()
        {
            base.CreateDeviceDependentResources();

            // release resources
            vertexBuffers.ForEach(b => RemoveAndDispose(ref b));
            vertexBuffers.Clear();
            indexBuffers.ForEach(b => RemoveAndDispose(ref b));
            indexBuffers.Clear();
            textureViews.ForEach(t => RemoveAndDispose(ref t));
            textureViews.Clear();
            RemoveAndDispose(ref samplerState);

            var device = DeviceManager.Direct3DDevice;

            // Create the vertex buffers

            for (int i = 0; i < mesh.VertexBuffers.Count; i++)
            {
                var      vb       = mesh.VertexBuffers[i];
                Vertex[] vertices = new Vertex[vb.Length];
                for (var j = 0; j < vb.Length; j++)
                {
                    // Retrieve skinning info for vertex
                    Common.Mesh.SkinningVertex skin = new Common.Mesh.SkinningVertex();
                    if (mesh.SkinningVertexBuffers.Count > 0)
                    {
                        skin = mesh.SkinningVertexBuffers[i][j];
                    }
                    // create vertex
                    vertices[j] = new Vertex(vb[j].Position, vb[j].Normal, vb[j].Color, vb[j].UV, skin);
                }
                vertexBuffers.Add(ToDispose(Buffer.Create(device, BindFlags.VertexBuffer, vertices.ToArray())));
                vertexBuffers[vertexBuffers.Count - 1].DebugName = "VertexBuffer_" + vertexBuffers.Count.ToString();
            }
            // Create the index buffers
            foreach (var ib in mesh.IndexBuffers)
            {
                indexBuffers.Add(ToDispose(Buffer.Create(device, BindFlags.IndexBuffer, ib)));
                indexBuffers[indexBuffers.Count - 1].DebugName = "IndexBuffer_" + (indexBuffers.Count - 1).ToString();
            }

            // Create the textures resources views
            // The CMO file format supports up to 8 per material
            foreach (var m in mesh.Materials)
            {
                // Diffuse color
                for (var i = 0; i < m.Textures.Length; i++)
                {
                    textureViews.Add(SharpDX.IO.NativeFile.Exists(m.Textures[i]) ?
                                     ToDispose(ShaderResourceView.FromFile(device, m.Textures[i])) : null);
                }
            }

            // Create the sampler state

            samplerState = ToDispose(new SamplerState(device, new SamplerStateDescription
            {
                AddressU           = TextureAddressMode.Clamp,
                AddressV           = TextureAddressMode.Clamp,
                AddressW           = TextureAddressMode.Clamp,
                BorderColor        = Color.Black,
                ComparisonFunction = Comparison.Never,
                Filter             = Filter.MinMagMipLinear,
                MaximumAnisotropy  = 16,
                MaximumLod         = float.MaxValue,
                MinimumLod         = 0,
                MipLodBias         = 0.0f
            }));
        }