Beispiel #1
0
        private void RenderFrame()
        {
            //Set the defaul render target and the depth stencil buffers
            device.SetRenderTarget(device.BackBuffer, device.BackDepthBuffer);

            //Specify the ViewPort
            device.ViewPort = new ViewPort(0, 0, Width, Height);

            //Clear the render target and depth stencil buffers
            device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, new Color4(0, 0, 0, 0), 1, 0);


            //Set the primitive type and vertex buffer
            device.PrimitiveTopology = IAPrimitive.TriangleList;
            device.SetVertexBuffer(0, vertexBuffer, 0);

            //Set the shader program to use
            device.Program = shaderProgram;

            //Pass the tranformation values to the shader code
            input.WorldViewProj = world * view * projection;

            //Draw the geometry
            device.Draw(3, 0);

            //Present the render target buffer to the screen
            device.Present();
        }
Beispiel #2
0
        private void RenderFrame()
        {
            //Set the render target and the depth stencil buffers
            //for rendering to the display just set the device default
            //BackBuffer and BackDepthBuffer
            device.SetRenderTarget(device.BackBuffer, device.BackDepthBuffer);

            //Set the ViewPort to used by the device during the viewport tranformation
            device.ViewPort = new ViewPort(0, 0, Width, Height);

            //Clear the render target and depth stencil buffers
            device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, new Color4(0, 0, 0, 0), 1, 0);

            //Set the primitive type
            device.PrimitiveTopology = IAPrimitive.TriangleList;

            //Bind the vertex buffer to slot 0 at offset 0
            device.SetVertexBuffer(0, vertexBuffer, 0);

            //Set the index buffer
            device.SetIndexBuffer(indexBuffer);


            //Send the transformation matrices to the vertex shader
            input.World      = Matrix.RotationY(-(float)Environment.TickCount / 5000.0f);
            input.View       = view;
            input.Projection = projection;

            //Send the light info and other values to the pixel shader
            input.CameraPosition    = cameraPosition;
            input.ReflectionRatio   = 0.05f;
            input.SpecularRatio     = 0.15f;
            input.SpecularStyleLerp = 0.15f;
            input.SpecularPower     = 8;
            input.DirectionalLight  = new DirectionalLight
            {
                Color     = Color3.White,
                Direction = new Euler(45, 0, 0).ToDirection()
            };

            //Bind a texture with a sampler state. As a convetion the SamplerState
            //in the shader must have the same name as the texture with 's' as prefix
            //for example in the shader the sampler state is declared
            //SamplerState sDiffuseTexture;
            input.DiffuseTexture = diffuseTexture.ToSampler(diffuseSampler);

            device.GetShaderStage <PixelShader>().SetResource(0, diffuseTexture);
            device.GetShaderStage <PixelShader>().SetSampler(0, diffuseSampler);

            //Bind textures with default sampler state (linear filtering and wrap TextureAddressMode).
            //these statements have the same behavior that calling nightTexture.ToSampler()
            input.NightTexture     = nightTexture;
            input.NormalMapTexture = normalMapTexture;
            input.ReflectionMask   = reflectionMask;


            //Set the shader program
            device.Program = shaderProgram;

            //Draw the geometry using the indices count, the start index an the vertex base offset
            device.DrawIndexed((int)indexBuffer.SizeInBytes / indexBuffer.Stride, 0, 0);

            //Present the render target buffer to the display.
            device.Present();
        }