Beispiel #1
0
        static void Main(string[] args)
        {
            var canvas = new ExampleBase.GraphicsCanvas();

            // Create the renderer
            var renderer = new Fe.Renderer();

            // Set the handle from our form so we let Fe create context/devices as appropriate.
            renderer.SetWindowHandle(canvas.Handle);

            // Initialise the renderer
            renderer.Init();

            // Create geometry layer command bucker
            var geometryBucket = renderer.AddCommandBucket(UInt16.MaxValue);

            // Create the shaders
            Fe.Shader vertexShader, fragmentShader;
            switch (renderer.GetRendererType())
            {
            case Fe.RendererType.OpenGL:
                vertexShader   = new Fe.Shader(Fe.ShaderType.Vertex, File.ReadAllText("default.vert"));
                fragmentShader = new Fe.Shader(Fe.ShaderType.Fragment, File.ReadAllText("default.frag"));
                break;

            default:
                throw new Exception("Unknown backend renderer type");
            }

            Fe.ShaderProgram program = new ShaderProgram(vertexShader, fragmentShader);

            // Build plane data
            var plane = new Fe.Extra.Geometry.Plane(30, 30, 30, 30);

            PosColorVertex[] vertices = new PosColorVertex[plane.Vertices.Length / 3];

            Random rand   = new Random();
            int    i      = 0;
            int    offset = 0;

            for (i = 0; i < vertices.Length; i++)
            {
                vertices[i].x    = plane.Vertices[offset];
                vertices[i].y    = plane.Vertices[offset + 1];
                vertices[i].z    = plane.Vertices[offset + 2];
                vertices[i].abgr = (uint)(rand.Next(1 << 30)) << 2 | (uint)(rand.Next(1 << 2));;

                offset += 3;
            }

            // Create vertex buffer for our cube
            var vb = new Fe.VertexBuffer <PosColorVertex>(vertices, true);
            var ib = new Fe.IndexBuffer(plane.Indices);

            // Create shared uniforms
            Fe.Uniform projectionUniform = new Fe.Uniform("projectionMatrix", Fe.UniformType.Matrix4x4f);

            Fe.UniformBuffer sharedUniforms = new Fe.UniformBuffer();

            // Turn off face culling.
            var rs = new RasteriserState(CullMode.None);

            Stopwatch frameTimer = Stopwatch.StartNew();
            double    frameTime  = 0;
            float     rotTime    = 0.0f;
            float     waveyTime  = 0.0f;

            canvas.Title = "Dynamic vertex buffer update example";

            void Resize(int width, int height)
            {
                // Set up a projection matrix
                var projectionMatrix = Nml.Matrix4x4.PerspectiveProjectionRH(Nml.Common.Pi / 4, (float)width / (float)height, 0.1f, 100.0f);

                projectionMatrix *= Nml.Matrix4x4.Translate(0, 0, -50.0f);
                sharedUniforms.Set(projectionUniform, projectionMatrix.ToArray());

                renderer.Reset(width, height);
            }

            // Force an Initial resize, you could handle this with some event on your window if you wanted.
            Resize(canvas.Width, canvas.Height);

            void Cleanup()
            {
                // Kill off the renderer and clean up all underlying resources.
                renderer.Dispose();
            }

            void Update()
            {
                frameTime = frameTimer.Elapsed.TotalMilliseconds;
                frameTimer.Restart();

                // Increase the animation
                rotTime   += (float)frameTime * 0.0010f;
                waveyTime += (float)frameTime * 0.01f;

                var cubeCommand = geometryBucket.AddCommand(1);

                cubeCommand.SetShaderProgram(program);
                cubeCommand.SetVertexBuffer(vb);
                cubeCommand.SetIndexBuffer(ib);
                cubeCommand.SetSharedUniforms(sharedUniforms);
                cubeCommand.SetRasteriserState(rs);

                // Generate new vertice positionsd
                for (i = 0; i < vertices.Length; i++)
                {
                    float newPos = (float)Math.Sin(waveyTime + i) * 1.5f;
                    vertices[i].z = newPos;
                }

                // Update the buffer
                vb.SetData(vertices);

                Nml.Matrix4x4 planeTransform = Nml.Matrix4x4.Identity;
                // Rotate it to make look pretty
                Nml.Quaternion rotQuat;
                Nml.Quaternion.RotateEuler(0, rotTime * 0.37f, rotTime * 0.13f, out rotQuat);
                Nml.Quaternion.GetMatrix4x4(ref rotQuat, out planeTransform);

                cubeCommand.SetTransform(planeTransform.ToArray());

                // Submit current commands queued to the renderer for rendering.
                renderer.EndFrame();
            }

            canvas.Resize += () =>
            {
                Resize(canvas.Width, canvas.Height);
            };

            canvas.Closing += () =>
            {
                Cleanup();
            };

            ExampleBase.Application.Run(canvas, () =>
            {
                Update();
            });
        }
Beispiel #2
0
        static void Main(string[] args)
        {
            // Setup a renderering window, this can be handled with any windowing/platform library
            var canvas = new ExampleBase.GraphicsCanvas();

            // Create the renderer
            var renderer = new Fe.Renderer();

            // Set the handle from our form so we let Fe create context/devices as appropriate.
            renderer.SetWindowHandle(canvas.Handle);

            // Initialise the renderer
            renderer.Init();

            // Create geometry layer command bucker
            var geometryBucket = renderer.AddCommandBucket(UInt16.MaxValue);

            // Create the shaders
            Fe.Shader vertexShader, fragmentShader;
            switch (renderer.GetRendererType())
            {
            case Fe.RendererType.OpenGL:
                vertexShader   = new Fe.Shader(Fe.ShaderType.Vertex, File.ReadAllText("stresstest.vert"));
                fragmentShader = new Fe.Shader(Fe.ShaderType.Fragment, File.ReadAllText("stresstest.frag"));
                break;

            default:
                throw new Exception("Unknown backend renderer type");
            }

            Fe.ShaderProgram program = new ShaderProgram(vertexShader, fragmentShader);

            // Vertices that make up a cube.
            PosColorVertex[] vertices =
            {
                new PosColorVertex(-0.25f,  0.25f,  0.25f, 0xff000000),
                new PosColorVertex(0.25f,   0.25f,  0.25f, 0xff0000ff),
                new PosColorVertex(-0.25f, -0.25f,  0.25f, 0xff00ff00),
                new PosColorVertex(0.25f,  -0.25f,  0.25f, 0xff00ffff),
                new PosColorVertex(-0.25f,  0.25f, -0.25f, 0xffff0000),
                new PosColorVertex(0.25f,   0.25f, -0.25f, 0xffff00ff),
                new PosColorVertex(-0.25f, -0.25f, -0.25f, 0xffffff00),
                new PosColorVertex(0.25f,  -0.25f, -0.25f, 0xffffffff),
            };

            // Indices that make up a cube.
            uint[] indexPositions =
            {
                0, 1, 2,
                1, 3, 2,
                4, 6, 5,
                5, 6, 7,
                0, 2, 4,
                4, 2, 6,
                1, 5, 3,
                5, 7, 3,
                0, 4, 1,
                4, 5, 1,
                2, 3, 6,
                6, 3, 7,
            };

            // Create vertex buffer for our cube
            var vb = new Fe.VertexBuffer <PosColorVertex>(vertices);
            var ib = new Fe.IndexBuffer(indexPositions);

            // Specify number of cube dimensions
            int dim            = 16;
            int totalCubeCount = dim * dim * dim;

            // Threshold for the timings
            const double highThreshold = 1000 / 65;
            const double lowThreshold  = 1000 / 57;

            float animTime = 0.0f; // Use for animating the cubes

            // Create some timers and run the main loop
            Stopwatch frameTimer       = Stopwatch.StartNew();
            int       frameCount       = 0;
            double    frameTime        = 0;
            double    frameTimeAccum   = 0;
            double    averageFrameTime = 0;

            void Resize(int width, int height)
            {
                var view = new Fe.View(0, 0, width, height);

                renderer.SetView(0, view);

                // Set up a projection matrix
                var projectionMatrix = Nml.Matrix4x4.PerspectiveProjectionRH(Nml.Common.Pi / 4, (float)width / (float)height, 0.1f, 100.0f);

                projectionMatrix *= Nml.Matrix4x4.Translate(-5.0f, -5.0f, -50.0f);

                view.SetTransform(Nml.Matrix4x4.Identity.ToArray(), projectionMatrix.ToArray());

                renderer.Reset(width, height);
            }

            // Force an Initial resize, you could handle this with some event on your window if you wanted.
            Resize(canvas.Width, canvas.Height);

            void Cleanup()
            {
                // Kill off the renderer and clean up all underlying resources.
                renderer.Dispose();
            }

            void Update()
            {
                frameTime = frameTimer.Elapsed.TotalMilliseconds;
                frameTimer.Restart();

                frameTimeAccum += frameTime;
                // Increase/Decrease dimensions of cubes based upon average frame time
                if (frameTimeAccum >= 1000)
                {
                    averageFrameTime = frameTimeAccum / frameCount;
                    if (averageFrameTime < highThreshold)
                    {
                        dim = dim + 2;
                    }
                    else if (averageFrameTime > lowThreshold)
                    {
                        dim = Math.Max(dim - 1, 2);
                    }

                    frameCount     = 0;
                    frameTimeAccum = 0;

                    canvas.Title = String.Format("Cube count: {0}, Avg Frametime: {1:N2} , Avg FPS: {2:N0}", totalCubeCount, averageFrameTime, 1000f / averageFrameTime);
                }
                frameCount++;

                // Starting point
                Nml.Vector3 initial = new Nml.Vector3(
                    -0.6f * dim / 2.0f,
                    -0.6f * dim / 2.0f,
                    -15.0f
                    );

                totalCubeCount = dim * dim * dim;

                // Increase the animation
                animTime += (float)frameTime * 0.0010f;

                for (int x = 0; x < dim; x++)
                // Parallel.For(0, dim, x =>
                {
                    for (int y = 0; y < dim; y++)
                    {
                        for (int z = 0; z < dim; z++)
                        {
                            //var cubeCommand = geometryBucket.AddCommand<DrawIndexed>(1);

                            var cubeCommand = geometryBucket.AddCommand(1);

                            cubeCommand.SetShaderProgram(program);
                            cubeCommand.SetVertexBuffer(vb);
                            cubeCommand.SetIndexBuffer(ib);

                            Nml.Matrix4x4 cubeTransform = Nml.Matrix4x4.Identity;

                            // Rotate it to make look pretty
                            Nml.Quaternion rotQuat;
                            Nml.Quaternion.RotateEuler(animTime + x * 0.21f, animTime + y * 0.37f, animTime + y * 0.13f, out rotQuat);
                            Nml.Quaternion.GetMatrix4x4(ref rotQuat, out cubeTransform);

                            // Set translation part
                            cubeTransform.M14 = initial.x + x * 0.8f;
                            cubeTransform.M24 = initial.y + y * 0.8f;
                            cubeTransform.M34 = initial.z + z * 0.8f;

                            // Slightly faster to set the transform via the individual matrix components as we can avoid a memory allocation of a temporary array.
                            cubeCommand.SetTransform(
                                cubeTransform.M11, cubeTransform.M12, cubeTransform.M13, cubeTransform.M14,
                                cubeTransform.M21, cubeTransform.M22, cubeTransform.M23, cubeTransform.M24,
                                cubeTransform.M31, cubeTransform.M32, cubeTransform.M33, cubeTransform.M34,
                                cubeTransform.M41, cubeTransform.M42, cubeTransform.M43, cubeTransform.M44);
                        }
                    }
                }
                //);

                // Submit current commands queued to the renderer for rendering.
                renderer.EndFrame();
            }

            canvas.Resize += () =>
            {
                Resize(canvas.Width, canvas.Height);
            };

            canvas.Closing += () =>
            {
                Cleanup();
            };

            ExampleBase.Application.Run(canvas, () =>
            {
                Update();
            });
        }
Beispiel #3
0
        static void Main(string[] args)
        {
            // Setup a renderering window, this can be handled with any windowing/platform library
            var canvas = new ExampleBase.GraphicsCanvas();

            // Create the renderer
            var renderer = new Fe.Renderer();

            // Set the handle from our form so we let Fe create context/devices as appropriate.
            renderer.SetWindowHandle(canvas.Handle);
            // Initialise defaults
            renderer.Init();

            // Create the shaders
            Fe.Shader vertexShader, fragmentShader;
            switch (renderer.GetRendererType())
            {
            case Fe.RendererType.OpenGL:
                vertexShader   = new Fe.Shader(Fe.ShaderType.Vertex, File.ReadAllText("splitscreen.vert"));
                fragmentShader = new Fe.Shader(Fe.ShaderType.Fragment, File.ReadAllText("splitscreen.frag"));
                break;

            default:
                throw new Exception("Unknown backend renderer type");
            }

            Fe.ShaderProgram program = new ShaderProgram(vertexShader, fragmentShader);

            // Vertices that make up a cube.
            PosColorVertex[] vertices =
            {
                new PosColorVertex(-0.25f,  0.25f,  0.25f, 0xff000000),
                new PosColorVertex(0.25f,   0.25f,  0.25f, 0xff0000ff),
                new PosColorVertex(-0.25f, -0.25f,  0.25f, 0xff00ff00),
                new PosColorVertex(0.25f,  -0.25f,  0.25f, 0xff00ffff),
                new PosColorVertex(-0.25f,  0.25f, -0.25f, 0xffff0000),
                new PosColorVertex(0.25f,   0.25f, -0.25f, 0xffff00ff),
                new PosColorVertex(-0.25f, -0.25f, -0.25f, 0xffffff00),
                new PosColorVertex(0.25f,  -0.25f, -0.25f, 0xffffffff),
            };

            // Indices that make up a cube.
            uint[] indexPositions =
            {
                0, 1, 2,
                1, 3, 2,
                4, 6, 5,
                5, 6, 7,
                0, 2, 4,
                4, 2, 6,
                1, 5, 3,
                5, 7, 3,
                0, 4, 1,
                4, 5, 1,
                2, 3, 6,
                6, 3, 7,
            };

            // Create vertex buffer for our cube
            var vb = new Fe.VertexBuffer <PosColorVertex>(vertices);
            var ib = new Fe.IndexBuffer(indexPositions);

            void Resize(int width, int height)
            {
                var view1 = new Fe.View(0, height / 2, width, height / 2, true);

                view1.ClearColour = new Fe.Colour4(1.0f, 1.0f, 1.0f);
                var view2 = new Fe.View(0, 0, width, height / 2, true);

                renderer.SetView(0, view1);
                renderer.SetView(1, view2);

                // Set up a projection matrix
                var projectionMatrix = Nml.Matrix4x4.PerspectiveProjectionRH(Nml.Common.Pi / 4, (float)width / ((float)height / 2), 0.1f, 100.0f);

                projectionMatrix *= Nml.Matrix4x4.Translate(0.0f, 0.0f, -5.0f);

                view1.SetTransform(Nml.Matrix4x4.Identity.ToArray(), projectionMatrix.ToArray());
                projectionMatrix *= Nml.Matrix4x4.Translate(0.0f, 0.0f, -5.0f);
                view2.SetTransform(Nml.Matrix4x4.Identity.ToArray(), projectionMatrix.ToArray());

                renderer.Reset(width, height);
            }

            // Force an Initial resize, you could handle this with some event on your window if you wanted.
            Resize(canvas.Width, canvas.Height);

            void Cleanup()
            {
                // Kill off the renderer and clean up all underlying resources.
                renderer.Dispose();
            }

            var view1Bucket = renderer.AddCommandBucket(UInt16.MaxValue, 0);
            var view2Bucket = renderer.AddCommandBucket(UInt16.MaxValue, 1);

            // Create some timers and run the main loop
            Stopwatch frameTimer = Stopwatch.StartNew();
            double    frameTime  = 0;
            float     rotY       = 0.0f;

            void Update()
            {
                frameTime = frameTimer.Elapsed.TotalMilliseconds;
                frameTimer.Restart();

                for (int i = 0; i < 5; i++)
                {
                    var cubeCommand = view1Bucket.AddCommand(1);
                    cubeCommand.SetShaderProgram(program);
                    cubeCommand.SetVertexBuffer(vb);
                    cubeCommand.SetIndexBuffer(ib);

                    // Spin one way
                    cubeCommand.SetTransform((Nml.Matrix4x4.Translate(-6.0f + i * 3.0f, 0.0f, 0.0f) * Nml.Matrix4x4.RotateY(rotY + i * 0.32f)).ToArray());

                    var cubeCommand2 = view2Bucket.AddCommand(1);
                    cubeCommand2.SetShaderProgram(program);
                    cubeCommand2.SetVertexBuffer(vb);
                    cubeCommand2.SetIndexBuffer(ib);

                    // Spin the other way
                    cubeCommand2.SetTransform((Nml.Matrix4x4.Translate(-6.0f + i * 3.0f, 0.0f, 0.0f) * Nml.Matrix4x4.RotateY(-rotY + i * 0.32f)).ToArray());
                }

                renderer.EndFrame();

                rotY += 0.001f;
            }

            canvas.Resize += () =>
            {
                Resize(canvas.Width, canvas.Height);
            };

            canvas.Closing += () =>
            {
                Cleanup();
            };

            ExampleBase.Application.Run(canvas, () =>
            {
                Update();
            });
        }
Beispiel #4
0
        static void Main(string[] args)
        {
            var canvas = new ExampleBase.GraphicsCanvas();

            // Create the renderer
            var renderer = new Fe.Renderer();

            // Set the handle from our form so we let Fe create context/devices as appropriate.
            renderer.SetWindowHandle(canvas.Handle);

            // Initialise the renderer
            renderer.Init();

            // Create geometry layer command bucket
            var geometryBucket = renderer.AddCommandBucket(UInt16.MaxValue);

            IExample runningExample;

            // Example to demonstrate different primitive topologies
            var primitivesExample = new PrimitivesExample(renderer);

            // Example to demonstrate transluencey with a sort
            var translucencySortExample = new TranslucencySortExample(renderer);

            // Example to demonstrate transluencey with a sort
            var texturesExample = new TexturesExample(renderer);

            // Default example to start with
            //runningExample = texturesExample;
            runningExample = primitivesExample;
            var runningExampleIndex = 0;

            var examples = new List <IExample> {
                primitivesExample,
                texturesExample,
                //    translucencySortExample
            };

            void ChangeExample()
            {
                renderer.Reset();

                if (runningExampleIndex < examples.Count - 1)
                {
                    runningExampleIndex += 1;
                }
                else
                {
                    runningExampleIndex = 0;
                }

                runningExample = examples[runningExampleIndex];
            }

            void Resize(int width, int height)
            {
                var view = new Fe.View(0, 0, width, height);

                view.ClearColour = new Colour4(0x62799e);
                renderer.SetView(0, view);

                // Set up a projection matrix
                var projectionMatrix = Nml.Matrix4x4.PerspectiveProjectionRH(Nml.Common.Pi / 4, (float)width / (float)height, 0.1f, 100.0f);

                projectionMatrix *= Nml.Matrix4x4.Translate(0, 0, -3.0f);

                view.SetTransform(Nml.Matrix4x4.Identity.ToArray(), projectionMatrix.ToArray());

                renderer.Reset(width, height);
            }

            // Force an Initial resize, you could handle this with some event on your window if you wanted.
            Resize(canvas.Width, canvas.Height);

            void Cleanup()
            {
                // Kill off the renderer and clean up all underlying resources.
                renderer.Dispose();
            }

            void Update()
            {
                runningExample.Update(geometryBucket);

                renderer.EndFrame();
            }

            canvas.MouseUp += () =>
            {
                ChangeExample();
            };

            canvas.Resize += () =>
            {
                Resize(canvas.Width, canvas.Height);
            };

            canvas.Closing += () =>
            {
                Cleanup();
            };

            ExampleBase.Application.Run(canvas, () =>
            {
                Update();
            });
        }