Beispiel #1
0
        public void RenderLoopCallback()
        {
            if (_firstRun)
            {
                RenderFormResizedCallback(this, EventArgs.Empty);
                _firstRun = false;
            }
            _timeHelper.Update();
            _renderForm.Text = "FPS: " + _timeHelper.FPS.ToString();

            _inputController.UpdateKeyboardState();
            _inputController.UpdateMouseState();
            Transition.UpdateTransitions(_timeHelper.DeltaT);
            _scene.Update(_timeHelper.DeltaT);

            if (_inputController.KeyboardUpdate)
            {
                if (_inputController.KeyEsc)
                {
                    _renderForm.Close();
                }
                if (_inputController.KeyF2)
                {
                    _directX3DGraphics.IsFullScreen = !_directX3DGraphics.IsFullScreen;
                }
            }

            //if (_inputController.MouseUpdate)
            //{
            //    float deltaAngle = _camera.FOVY / _renderForm.ClientSize.Height;
            //    _camera.RotateZ(deltaAngle * _inputController.MouseRelativePositionX);
            //    _camera.RotateY(deltaAngle * _inputController.MouseRelativePositionY);
            //}

            _renderer.UpdatePerFrameConstantBuffers(_timeHelper.Time);

            _illumination.eyePosition = (Vector4)_camera.Position;
            _renderer.UpdateIllumination(_illumination);

            _renderer.BeginRender();
            _scene.RenderGameObjects(_camera, _renderer);
            _renderer.RenderUserInterface(_ui);
            _renderer.EndRender();

            if (_nextScene != null)
            {
                _nextScene.PreviousScene = _scene;
                _scene     = _nextScene;
                _nextScene = null;
                InitializeScene();
                RenderFormResizedCallback(this, EventArgs.Empty);
            }
        }
        private void UpdateKeyBoard()
        {
            inputController.UpdateKeyboardState();
            if (inputController.Esc)
            {
                renderForm.Close();
            }

            // Switch solid and wireframe modes by F2, F3.
            if (inputController.Func[1])
            {
                directX3DGraphics.RenderMode = DirectX3DGraphics.RenderModes.Solid;
            }
            if (inputController.Func[2])
            {
                directX3DGraphics.RenderMode = DirectX3DGraphics.RenderModes.Wireframe;
            }
            // Toggle fullscreen mode by F4, F5.
            if (inputController.Func[3])
            {
                directX3DGraphics.IsFullScreen = false;
            }
            if (inputController.Func[4])
            {
                directX3DGraphics.IsFullScreen = true;
            }
            //mainCharacterService.Update();
            levelService.Update();
            cameraService.Update();
        }
Beispiel #3
0
        public void Run()
        {
            timer.Reset();
            Load();


            RenderLoop.Run(RenderForm, () =>
            {
                CalculateFrameRate();

                if (isResize)
                {
                    graphicsDevice.Resize(RenderForm.ClientSize.Width, RenderForm.ClientSize.Height);
                    isResize = false;
                }

                Update(timer);
                Render(timer);


                graphicsDevice.Present(IsVSyncEnable);

                if (!IsRunning)
                {
                    renderForm.Close();
                }
            });

            Unload();
        }
 protected virtual void KeyboardHandler(object sender, KeyEventArgs args)
 {
     // Do interesting stuff with the keyboard
     if (args.KeyCode == Keys.Escape)
     {
         mRenderForm.Close();
     }
 }
Beispiel #5
0
 public void keyDown(object sender, KeyEventArgs args)
 {
     key = args.KeyCode;
     if (args.KeyCode == Keys.Escape)
     {
         _form.Close();
     }
 }
Beispiel #6
0
 public override void OnDisable()
 {
     if (_renderForm != null)
     {
         OverlayManager.OnDrawing -= OnDrawing;
         _renderForm.Close();
     }
 }
Beispiel #7
0
        //      [STAThread]
        private static void Main()
        {
            var form = new RenderForm("Material editor");

            form.ClientSize  = new System.Drawing.Size(1800, 900);
            form.MaximizeBox = false;

            Graphics.Renderer Ren = new Graphics.Renderer();
            Ren.Initialize(form);

            form.UserResized += (sender, args) =>
            {
                Ren.OnResize(form);
            };

            bool Rotate = false;

            form.KeyUp += (sender, args) =>
            {
                if (args.KeyCode == Keys.F5)
                {
                    Rotate = false;
                }
                else if (args.KeyCode == Keys.F4)
                {
                    Rotate = true;
                }
                else if (args.KeyCode == Keys.Escape)
                {
                    form.Close();
                }
            };

            if (!Ren.Textures.LoadTexture(Ren.RawDevice, @"..\..\Textures\brick.jpg", "Brick"))
            {
                Console.WriteLine("ERROR in loading brick.jpg");
            }

            Graphics.TextureInfo Info;
            if (!Ren.Textures.GetTexture("Brick", out Info))
            {
                Console.WriteLine("ERROR in getting brick");
            }

            Sprite TestSprite = new Sprite(Info);

            RenderLoop.Run(form, () =>
            {
                Ren.OnDraw(TestSprite);

                if (Rotate)
                {
                    TestSprite.GetTransform.Rotate(0.01f);
                }
            });
        }
Beispiel #8
0
        private void HandleKeyDown(object sender, KeyEventArgs e)
        {
            // Hardcoded escape key!
            if (e.KeyCode == Keys.Escape)
            {
                renderForm.Close();
            }

            keyboard.SetDown(e.KeyCode, true);
        }
Beispiel #9
0
 protected virtual void OnKeyUp(object sender, KeyEventArgs args)
 {
     switch (args.KeyCode)
     {
     case Keys.Escape:
         args.Handled = true;
         Form.Close();
         break;
     }
 }
Beispiel #10
0
 public virtual void UpdateScene(float deltaTime)
 {
     _input.Update();
     if (_input.IsKeyPressed(Key.Return) && (_input.IsKeyPressed(Key.LeftAlt) || _input.IsKeyPressed(Key.RightAlt)))
     {
         ToggleFullscreen();
     }
     else if (_input.IsKeyPressed(Key.Escape))
     {
         _form.Close();
     }
 }
Beispiel #11
0
        static void Main(string[] args)
        {
            System.Console.WriteLine("Victorem for by_Owl 17.07.2016");
            System.Console.WriteLine("Загрузка ресурсов ...");
            double start = System.Environment.TickCount;

            if (!SharpDX.Direct3D11.Device.IsSupportedFeatureLevel(SharpDX.Direct3D.FeatureLevel.Level_11_0))
            {
                MessageBox.Show("Для запуска этой игры нужен DirectX 11 ОБЯЗАТЕЛЬНО!");
                return;
            }
#if DEBUG
            SharpDX.Configuration.EnableObjectTracking = true;
#endif
            using (var _renderForm = new RenderForm("SharpDX game by Winbringer")
            {
                AllowUserResizing = false,
                IsFullscreen = false,
                StartPosition = FormStartPosition.CenterScreen,
                ClientSize = new Size(Screen.PrimaryScreen.Bounds.Width, Screen.PrimaryScreen.Bounds.Height),
                FormBorderStyle = FormBorderStyle.None,
                Icon = new Icon("LogoVW.ico")
            })
            {
                _renderForm.Shown   += (sender, e) => { _renderForm.Activate(); };
                _renderForm.KeyDown += (sender, e) => { if (e.KeyCode == Keys.Escape)
                                                        {
                                                            _renderForm.Close();
                                                        }
                };
                using (Game game = new Game(_renderForm))
                {
                    System.Console.WriteLine("Для начала игры нажмите \"Enter\"");
                    System.Console.WriteLine("Для выхода из игры нажмите \"Esc\"");
                    System.Console.WriteLine("Для паузы нажмите латинскую \"P\"");
                    System.Console.WriteLine("\"U\" - Возврат снаряда ");
                    System.Console.WriteLine("\" W A S D \" - Движение камеры ");
                    System.Console.WriteLine("\"<- | -> \" - Стрелки на клавиатуре, поворот камеры ");
                    System.Console.WriteLine("\"Z X\" - Изменение высоты камеры ");
                    System.Console.WriteLine("\" 1 2 3 4 5 6\" - Цифры на клавиатуре, управление направлением, углом стрельбы и скоростью полета планеты");
                    System.Console.WriteLine("\"Пробел\" - Клавиша пробела запускает снаряд в цель");
                    System.Console.ReadLine();

                    game.Run();
                }
            }

            double end = (System.Environment.TickCount - start) / 1000;
            System.Console.WriteLine("Всего проведено в игре секунд : " + end.ToString());
            System.Console.WriteLine("Для завершения нажмите ввод");
            System.Console.ReadLine();
        }
Beispiel #12
0
        public void Run()
        {
            this.Initialize();
            form.DesktopLocation = new Point(10, 600);

            MessagePump.Run(form, () =>
            {
                this.RunGameLoop();
                if (shutdown)
                {
                    form.Close();
                }
            });

            this.Dispose();
        }
Beispiel #13
0
        public static void Show(Wallpaper wallpaper)
        {
            IntPtr handler = IntPtr.Zero;

            Execute.OnUIThread(() =>
            {
                if (RenderWindow == null)
                {
                    RenderWindow = new RenderForm
                    {
                        Wallpaper = wallpaper
                    };
                    RenderWindow.SetAspect(VideoAspect);
                    RenderWindow.Show();
                }
                else
                {
                    try
                    {
                        RenderWindow.Wallpaper = wallpaper;
                        RenderWindow.SetAspect(VideoAspect);

                        //RenderWindow .Visibility = System.Windows.Visibility.Visible;
                        RenderWindow.Visible = true;
                    }
                    catch (Exception)
                    {
                        RenderWindow?.Close();
                        RenderWindow = null;
                        //explorer 崩溃后会触发这个问题

                        RenderWindow = new RenderForm
                        {
                            Wallpaper = wallpaper
                        };
                        RenderWindow.Show();
                    }
                }

                //handler = new WindowInteropHelper(RenderWindow).Handle;
                handler = RenderWindow.Handle;
            });

            //HandlerWallpaper.Show(handler);
            _LWECore.SendToBackground(handler);
        }
        /// <summary>
        ///     Initializes Geisha Engine for specified <paramref name="game" /> and starts the game loop.
        /// </summary>
        /// <param name="game"><see cref="IGame" /> instance providing custom game functionality.</param>
        public static void Run(IGame game)
        {
            AppDomain.CurrentDomain.UnhandledException += CurrentDomainOnUnhandledException;

            LogFactory.ConfigureFileTarget("GeishaEngine.log");

            var log = LogFactory.Create(typeof(GeishaEngineForWindows));

            log.Info("Starting engine.");

            log.Info("Loading configuration from file.");
            var configuration = Configuration.LoadFromFile(EngineConfigFile);

            Application.SetHighDpiMode(HighDpiMode.SystemAware);
            using (var form = new RenderForm(game.WindowTitle)
            {
                ClientSize = new Size(configuration.Rendering.ScreenWidth, configuration.Rendering.ScreenHeight),
                AllowUserResizing = false
            })
            {
                using var engine = new Engine(
                          configuration,
                          new CSCoreAudioBackend(),
                          new WindowsInputBackend(form),
                          new DirectXRenderingBackend(form, DriverType.Hardware),
                          game
                          );

                log.Info("Engine started successfully.");

                RenderLoop.Run(form, () =>
                {
                    // ReSharper disable AccessToDisposedClosure
                    engine.Update();

                    if (engine.IsScheduledForShutdown)
                    {
                        form.Close();
                    }
                    // ReSharper restore AccessToDisposedClosure
                });
            }

            log.Info("Engine shutdown completed.");
        }
Beispiel #15
0
        public static void Render()
        {
            InitializeDirectX();
            _dvdImage = LoadImage("dvd.png");
            Timer.Start();

            Timer.Update();
            RenderLoop.Run(renderForm, () =>
            {
                if (renderForm.WindowState == System.Windows.Forms.FormWindowState.Minimized)
                {
                    return;
                }

                try
                {
                    while (Timer.VerifyLag())
                    {
                        Timer.Update();
                        Update();
                    }

                    renderTarget.BeginDraw();
                    renderTarget.Transform = Matrix3x2.Identity;
                    renderTarget.Clear(Color.White);

                    Draw(renderTarget);

                    renderTarget.Flush();
                    renderTarget.EndDraw();
                    swapChain.Present(0, PresentFlags.None);
                }
                catch (Exception ex)
                {
                    renderForm.Close();
                }

                //swapChain.IsFullScreen = false;
                //textFormat.Dispose();
                //renderTarget.Dispose();
                //swapChain.Dispose();
                //device.Dispose();
            });
        }
        /// <summary>
        /// Run the game by allowing SlimDx to run the message pump and call
        /// anything that registers for a per frame update.  Not ideal but
        /// apparently best practice.
        /// </summary>
        /// <param name="updateFunctions"></param>
        public void Run(Core.UpdateFunctions updateFunctions)
        {
            //updateFunctions.AddUpdateFunction(Render, new TimeSpan(0));
            updateFunctions.AddUpdateFunction(RenderBlobArray, new TimeSpan(0));

            MessagePump.Run(form_, () =>
            {
                DateTime currentTime         = DateTime.Now;
                TimeSpan timeSinceLastUpdate = currentTime - lastTime_;
                lastTime_ = currentTime;

                bool shouldQuit = updateFunctions.CallUpdateFunction(timeSinceLastUpdate);

                if (shouldQuit)
                {
                    form_.Close();
                }
            });
        }
Beispiel #17
0
 private void exitToolStripMenuItem_Click(object sender, EventArgs e)
 {
     if (mediaEngine != null)
     {
         mediaEngine.Shutdown();
     }
     if (Program.swapChain != null)
     {
         Program.swapChain.Dispose();
     }
     if (Program.device != null)
     {
         Program.device.Dispose();
     }
     if (renderForm != null)
     {
         renderForm.Close();
     }
     Application.Exit();
 }
Beispiel #18
0
        public static void Dispose()
        {
            try
            {
                if (RenderWindow == null)
                {
                    return;
                }

                MonitorMaxiemized(false);
                Close();
                _LWECore.RestoreParent();
                _LWECore.Dispose();

                RenderWindow.Close();
                RenderWindow = null;
            }
            catch (Exception)
            {
            }
        }
Beispiel #19
0
        protected override void Show()
        {
            RenderLoop.Run(renderForm, () => {
                int mouseX;
                int mouseY;

                input.Frame();
                input.GetMouseLocation(out mouseX, out mouseY);

                if (!graphics.Frame(mouseX, mouseY))
                {
                    throw new InvalidOperationException();
                }
                if (!graphics.Render())
                {
                    throw new InvalidOperationException();
                }

                if (input.IsPressed(Key.Escape))
                {
                    renderForm.Close();
                }
            });
        }
Beispiel #20
0
        private void _renderForm_KeyDown(object sender, System.Windows.Forms.KeyEventArgs e)
        {
            switch (e.KeyCode)
            {
            //元素 P-点 L-线 T-三角形
            case System.Windows.Forms.Keys.P:
                _d3DDeviceContext.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.PointList;
                break;

            case System.Windows.Forms.Keys.L:
                _d3DDeviceContext.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.LineList;
                break;

            case System.Windows.Forms.Keys.T:
                _d3DDeviceContext.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.TriangleList;
                break;

            //全屏
            case System.Windows.Forms.Keys.F5:
                _swapChain.SetFullscreenState(true, null);
                _resized = true;
                break;

            case System.Windows.Forms.Keys.F6:
                _swapChain.SetFullscreenState(false, null);
                _resized = true;
                break;

            //移动摄像机:
            case System.Windows.Forms.Keys.W:
                camPos += camLook * 1f;
                break;

            case System.Windows.Forms.Keys.S:
                camPos -= camLook * 1f;
                break;

            case System.Windows.Forms.Keys.A:
                camPos -= camRight * 1f;
                break;

            case System.Windows.Forms.Keys.D:
                camPos += camRight * 1f;
                break;

            case System.Windows.Forms.Keys.Space:
                camPos.Y += 1f;
                break;

            case System.Windows.Forms.Keys.Z:
                camPos.Y -= 1f;
                break;

            case System.Windows.Forms.Keys.Escape:
                _renderForm.Close();
                break;

            // 切换pass
            case System.Windows.Forms.Keys.F1:
                mfxPass = mfxPassW;
                break;

            case System.Windows.Forms.Keys.F2:
                mfxPass = mfxPassS;
                break;

            default:
                break;
            }
        }
Beispiel #21
0
 public void Exit()
 {
     form.Close();
 }
Beispiel #22
0
        private void RenderFrame()
        {
            Input.XInputInput.Update();
            if ((Input.XInputInput.State[0].Buttons & SharpDX.XInput.GamepadButtonFlags.Back) == SharpDX.XInput.GamepadButtonFlags.Back)
            {
                renderForm.Close();
            }
            if (((Input.XInputInput.State[0].Buttons & SharpDX.XInput.GamepadButtonFlags.Start) == SharpDX.XInput.GamepadButtonFlags.Start) && ((Input.XInputInput.PrevState[0].Buttons & SharpDX.XInput.GamepadButtonFlags.Start) != SharpDX.XInput.GamepadButtonFlags.Start))
            {
                swapChain.GetFullscreenState(out SharpDX.Mathematics.Interop.RawBool fs, out Output o);
                o?.Dispose();
                swapChain.SetFullscreenState(!fs, null);
            }
            fishManager.Update();
            fishRenderer.Update();
            foodManager.Update();

            //theta = 0.0f;

            if (((Input.XInputInput.State[0].Buttons & SharpDX.XInput.GamepadButtonFlags.X) == SharpDX.XInput.GamepadButtonFlags.X) && ((Input.XInputInput.PrevState[0].Buttons & SharpDX.XInput.GamepadButtonFlags.X) != SharpDX.XInput.GamepadButtonFlags.X))
            {
                camState = !camState;
            }

            if (((Input.XInputInput.State[0].Buttons & SharpDX.XInput.GamepadButtonFlags.DPadUp) == SharpDX.XInput.GamepadButtonFlags.DPadUp) && ((Input.XInputInput.PrevState[0].Buttons & SharpDX.XInput.GamepadButtonFlags.DPadUp) != SharpDX.XInput.GamepadButtonFlags.DPadUp))
            {
                Wireframe = !Wireframe;
            }
            if (((Input.XInputInput.State[0].Buttons & SharpDX.XInput.GamepadButtonFlags.DPadLeft) == SharpDX.XInput.GamepadButtonFlags.DPadLeft) && ((Input.XInputInput.PrevState[0].Buttons & SharpDX.XInput.GamepadButtonFlags.DPadLeft) != SharpDX.XInput.GamepadButtonFlags.DPadLeft))
            {
                frameSkip = frameSkip > 1 ? frameSkip - 1 : 1;
            }
            if (((Input.XInputInput.State[0].Buttons & SharpDX.XInput.GamepadButtonFlags.DPadRight) == SharpDX.XInput.GamepadButtonFlags.DPadRight) && ((Input.XInputInput.PrevState[0].Buttons & SharpDX.XInput.GamepadButtonFlags.DPadRight) != SharpDX.XInput.GamepadButtonFlags.DPadRight))
            {
                frameSkip++;
            }

            if (!camState)
            {
                SetCamera(Matrix.LookAtLH(new Vector3((float)Math.Sin(Math.Sin(theta) * 0.1f), 0, (float)Math.Cos(Math.Sin(theta) * 0.1f)) * -1.3333f, Vector3.Zero, Vector3.Up), //Matrix.LookAtLH(Vector3.BackwardLH * 5, Vector3.Zero, Vector3.Up),
                                                                                                                                                                                  //Matrix.OrthoLH(16.0f / 9.0f * 2.0f, 2.0f, 0, 10.0f));
                          Matrix.PerspectiveFovLH(MathUtil.DegreesToRadians(75.0f), RenderWidth / (float)RenderHeight, 0.1f, 20.0f));
            }
            else
            {
                SetCamera(Matrix.LookAtLH(new Vector3(fishManager.FishList[0].Position * 0.75f, -1.33333f), new Vector3(fishManager.FishList[0].Position * 0.75f, 0.0f), Vector3.Up),
                          Matrix.PerspectiveFovLH(MathUtil.DegreesToRadians(45.0f), RenderWidth / (float)RenderHeight, 0.1f, 20.0f));
            }

            theta += (float)Math.PI / 30.0f / 60.0f * (Input.XInputInput.State[0].LeftThumbY / (float)short.MaxValue + 0.25f) * 4.0f;

            if (frameNumber % (ulong)frameSkip == 0 && (Input.XInputInput.State[0].Buttons & SharpDX.XInput.GamepadButtonFlags.LeftShoulder) != SharpDX.XInput.GamepadButtonFlags.LeftShoulder)
            {
                DeviceContext.Rasterizer.State = Wireframe ? RasterizerStates.Wire : RasterizerStates.Back;

                //DeviceContext.OutputMerger.SetRenderTargets(renderTargetView);
                DeviceContext.PixelShader.SetShaderResource(0, null);
                DeviceContext.OutputMerger.SetRenderTargets(colorTarget.DSV, colorTarget.RTV);
                DeviceContext.OutputMerger.DepthStencilState = DepthStencilStates.Enabled;
                DeviceContext.ClearRenderTargetView(renderTargetView, new Color(0.0f, 0.0f, 0.0f));
                colorTarget.Clear(Color4.Lerp(new Color4(0, 0, 0.04f, 0.0f), new Color4(0.08f, 0.08f, 0.2f, 0.0f), Math.Max(0, -(float)Math.Cos(theta))));

                //RenderDebugTri();

                var intensity = Math.Max(0, -(float)Math.Cos(theta));
                var sunDir    = new Vector3((float)Math.Sin(theta), (float)Math.Cos(theta), 1.0f);
                Sun.Set(sunDir, new Vector3(1.0f, 1.0f, 1.0f), intensity);
                fishGlow.Intensity     = Math.Max(0, ((float)Math.Cos(intensity * MathUtil.Pi) + 0.2f) / 1.2f);
                raysRenderer.Intensity = 0.02f * (1 - fishGlow.Intensity);
                fishGlow.Intensity    *= 0.75f;

                decorRenderer.Render();

                fishRenderer.Render();
                DeviceContext.OutputMerger.SetRenderTargets(colorTarget.DSV, renderTargetView);

                //var pos = new Vector3(fishManager.FishList[0].Position, 0);
                //var np = Vector3.Transform(pos, Projection * View);
                var np = Vector3.Transform(sunDir * new Vector3(1, 1, 0) * -10, Projection * View);

                DeviceContext.OutputMerger.DepthStencilState = DepthStencilStates.Disabled;
                DeviceContext.Rasterizer.State = RasterizerStates.Back;
                raysRenderer.CentrePoint       = new Vector2(-sunDir.X * RenderWidth * 10.0f, sunDir.Y * RenderHeight * 10.0f);//new Vector2((np.X / np.W / 2.0f + 0.5f) * RenderWidth, (-np.Y / np.W / 2.0f + 0.5f) * RenderHeight);
                raysRenderer.Render(colorTarget.SRV, 1.0f / 60.0f);
                fishGlow.Render();
                DeviceContext.Rasterizer.State = Wireframe ? RasterizerStates.Wire : RasterizerStates.Back;

                DeviceContext.OutputMerger.DepthStencilState = DepthStencilStates.Enabled;
                foodRenderer.Render();

                decorRenderer.Render2();

                try
                {
                    if ((Input.XInputInput.State[0].Buttons & SharpDX.XInput.GamepadButtonFlags.RightShoulder) != SharpDX.XInput.GamepadButtonFlags.RightShoulder)
                    {
                        swapChain.Present(1, PresentFlags.None);
                    }
                    else
                    {
                        swapChain.Present(0, PresentFlags.None);
                    }
                }
                catch (Exception e)
                {
                    Console.WriteLine(Device.DeviceRemovedReason.ToString());
                    Console.ReadLine();
                    renderForm.Close();
                }
            }

            frameNumber++;
        }
Beispiel #23
0
        public void Init()
        {
            form = new RenderForm("Raytracer");

            form.FormClosing += (sender, args) => {
                running = false;
            };

            var prevMousePos = Vector2.Zero;

            form.KeyUp += (sender, args) => {
                if (args.KeyCode == Keys.Escape)
                {
                    form.Close();
                }
                if (args.Control || args.Alt || args.Shift)
                {
                    Inputs.SetModifierKeyDown(false, args.KeyCode);
                }

                if (args.KeyCode == Keys.W)
                {
                    pressed[0] = false;
                }
                if (args.KeyCode == Keys.A)
                {
                    pressed[1] = false;
                }
                if (args.KeyCode == Keys.S)
                {
                    pressed[2] = false;
                }
                if (args.KeyCode == Keys.D)
                {
                    pressed[3] = false;
                }
                if (args.KeyCode == Keys.Q)
                {
                    pressed[4] = false;
                }
                if (args.KeyCode == Keys.E)
                {
                    pressed[5] = false;
                }
            };

            // handle mouse drag
            form.MouseDown += (sender, args) => {
                Inputs.SetMouseDown(true, args.Button);
                prevMousePos = new Vector2(args.X, args.Y);
            };
            form.MouseUp += (sender, args) => {
                Inputs.SetMouseDown(false, args.Button);
            };
            form.MouseMove += (sender, args) => {
                Inputs.MousePosition = new Vector2(args.X, args.Y);
            };

            form.KeyDown += (sender, args) => {
                if (args.Control || args.Alt || args.Shift)
                {
                    Inputs.SetModifierKeyDown(true, args.KeyCode);
                }

                if (args.KeyCode == Keys.W)
                {
                    pressed[0] = true;
                }
                if (args.KeyCode == Keys.A)
                {
                    pressed[1] = true;
                }
                if (args.KeyCode == Keys.S)
                {
                    pressed[2] = true;
                }
                if (args.KeyCode == Keys.D)
                {
                    pressed[3] = true;
                }
                if (args.KeyCode == Keys.Q)
                {
                    pressed[4] = true;
                }
                if (args.KeyCode == Keys.E)
                {
                    pressed[5] = true;
                }

                if (args.KeyCode == Keys.R)
                {
                    cameraPos = new Vector3(0, 1, 0);
                }
            };

            InitRenderer();

            form.Show();
            Loop();
        }
        private void onGameStateChanged(GameState newState)
        {
            switch (newState)
            {
            case GameState.StartUp:
                mainMenuControl.Hide();
                highscoreControl.Hide();
                creditsControl.Hide();
                pauseControl.Hide();
                victoryControl.Hide();
                gameOverControl.Hide();
                hud.Hide();

                audioPlayer.PlayEvent("audio/music/menu");
                break;

            case GameState.Menu:
                mainMenuControl.Show();
                highscoreControl.Hide();
                creditsControl.Hide();
                pauseControl.Hide();
                victoryControl.Hide();
                gameOverControl.Hide();
                hud.Hide();

                audioPlayer.PauseCategory("ingame");
                audioPlayer.UnpauseCategory("menu");
                break;

            case GameState.Highscore:
                mainMenuControl.Hide();
                highscoreControl.Show();
                creditsControl.Hide();
                pauseControl.Hide();
                victoryControl.Hide();
                gameOverControl.Hide();
                hud.Hide();

                audioPlayer.PauseCategory("ingame");
                audioPlayer.UnpauseCategory("menu");
                break;

            case GameState.Credits:
                mainMenuControl.Hide();
                highscoreControl.Hide();
                creditsControl.Show();
                pauseControl.Hide();
                victoryControl.Hide();
                gameOverControl.Hide();
                hud.Hide();

                creditsControl.Start();

                audioPlayer.PauseCategory("ingame");
                audioPlayer.UnpauseCategory("menu");
                break;

            case GameState.Loading:
                mainMenuControl.Hide();
                highscoreControl.Hide();
                creditsControl.Hide();
                pauseControl.Hide();
                victoryControl.Hide();
                gameOverControl.Hide();;
                hud.Hide();

                audioPlayer.PlayEvent("audio/music/ingame");

                OnDetach();
                break;

            case GameState.Running:
                mainMenuControl.Hide();
                highscoreControl.Hide();
                creditsControl.Hide();
                pauseControl.Hide();
                victoryControl.Hide();
                gameOverControl.Hide();
                hud.Show();

                audioPlayer.PauseCategory("menu");
                audioPlayer.UnpauseCategory("ingame");
                break;

            case GameState.Paused:
                pauseControl.Show();
                victoryControl.Hide();
                gameOverControl.Hide();
                hud.Hide();

                audioPlayer.PauseCategory("ingame");
                audioPlayer.PauseCategory("menu");
                break;

            case GameState.Victory:
                int remainingLifes = 0;
                if (playerEntity != null)                               // Happens on a draw
                {
                    remainingLifes = playerEntity[HealthBehavior.Key_Lifes];
                }
                int totalScore = 100 * remainingLifes + playerEntity[CollectsPointsBehavior.Key_PointsCollected];
                victoryControl.CurrentScore = totalScore;

                mainMenuControl.Hide();
                highscoreControl.Hide();
                creditsControl.Hide();
                pauseControl.Hide();
                victoryControl.Show();
                gameOverControl.Hide();
                hud.Hide();

                audioPlayer.StopCategory("ingame");
                audioPlayer.PlayEvent("audio/game/win");
                break;

            case GameState.GameOver:
                mainMenuControl.Hide();
                highscoreControl.Hide();
                creditsControl.Hide();
                pauseControl.Hide();
                victoryControl.Hide();
                gameOverControl.Show();
                hud.Hide();

                audioPlayer.StopCategory("ingame");
                audioPlayer.PlayEvent("audio/game/lose");
                break;

            case GameState.Quit:
                audioPlayer.StopCategory("menu");
                RenderForm.Close();
                break;
            }
        }
 public void Close()
 {
     window.Close();
 }
Beispiel #26
0
        public void Run()
        {
            form            = new RenderForm("ComposIt");
            form.ClientSize = new Size(1920, 1080);
            //TODO
            sound = new Sound(form.Handle);

            form.KeyDown += (target, arg) =>
            {
                if (arg.KeyCode == System.Windows.Forms.Keys.Escape)
                {
                    exit = true;
                }
                if (arg.KeyCode == System.Windows.Forms.Keys.Enter)
                {
                    ClearScreen();
                }
            };

            form.MouseMove += (target, arg) =>
            {
                mouseState.X = arg.X / (float)form.ClientSize.Width;
                mouseState.Y = arg.Y / (float)form.ClientSize.Height;
            };

            form.MouseDown += (target, arg) =>
            {
                mouseState.left   |= arg.Button == MouseButtons.Left;
                mouseState.right  |= arg.Button == MouseButtons.Right;
                mouseState.middle |= arg.Button == MouseButtons.Middle;
            };

            form.MouseUp += (target, arg) =>
            {
                mouseState.left   ^= arg.Button == MouseButtons.Left;
                mouseState.right  ^= arg.Button == MouseButtons.Right;
                mouseState.middle ^= arg.Button == MouseButtons.Middle;
            };

            var desc = new SwapChainDescription()
            {
                BufferCount     = 2,
                ModeDescription =
                    new ModeDescription(form.ClientSize.Width, form.ClientSize.Height,
                                        new Rational(60, 1), Format.R8G8B8A8_UNorm),
                IsWindowed        = true,
                OutputHandle      = form.Handle,
                SampleDescription = new SampleDescription(8, 0),
                SwapEffect        = SwapEffect.Discard,
                Usage             = Usage.RenderTargetOutput
            };

            //Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, desc, out device, out swapChain);
            //int quality = device.CheckMultisampleQualityLevels(Format.R8G8B8A8_UNorm, 8);
            //Console.WriteLine(quality);
            //desc.SampleDescription.Quality = quality > 0 ? quality - 1 : 0;
            //device.Dispose();
            //swapChain.Dispose();

            //Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, desc, out device, out swapChain);
            //device = ToDispose(device);

            graphicsDevice = ToDispose(GraphicsDevice.New(DriverType.Hardware));
            Cursor.Hide();//Hides cursor

            PresentationParameters pp = new PresentationParameters(desc.ModeDescription.Width, desc.ModeDescription.Height, desc.OutputHandle, desc.ModeDescription.Format);

            pp.MultiSampleCount = MSAALevel.X4;
            pp.IsFullScreen     = true;

            graphicsDevice.Presenter = new SwapChainGraphicsPresenter(graphicsDevice, pp);

            //Factory factory = ToDispose(swapChain.GetParent<Factory>());
            //factory.MakeWindowAssociation(form.Handle, WindowAssociationFlags.IgnoreAll);

            //backBuffer = ToDispose(SharpDX.Direct3D11.Texture2D.FromSwapChain<SharpDX.Direct3D11.Texture2D>(swapChain, 0));
            //renderView = ToDispose(new RenderTargetView(device, backBuffer));

            LoadContent();

            Stopwatch totalTime = new Stopwatch();

            totalTime.Start();
            Stopwatch elapsedTime = new Stopwatch();

            RenderLoop.Run(form, () =>
            {
                if (exit)
                {
                    form.Close();
                    Dispose();
                    Application.Exit();
                }

                Update(new GameTime(totalTime.Elapsed, elapsedTime.Elapsed));
                TimeSpan old = elapsedTime.Elapsed;
                elapsedTime.Restart();
                Draw(new GameTime(totalTime.Elapsed, old));
                graphicsDevice.Present();
            });

            Dispose();
            //kinect.Initialize();
        }
Beispiel #27
0
 static public void Close()
 {
     form.Close();
 }
        private static void Main()
        {
            var form = new RenderForm("SharpDX - MiniCube Direct3D11 Sample");

            // SwapChain description
            var desc = new SwapChainDescription()
            {
                BufferCount     = 1,
                ModeDescription =
                    new ModeDescription(form.ClientSize.Width, form.ClientSize.Height,
                                        new Rational(60, 1), Format.R8G8B8A8_UNorm),
                IsWindowed        = true,
                OutputHandle      = form.Handle,
                SampleDescription = new SampleDescription(1, 0),
                SwapEffect        = SwapEffect.Discard,
                Usage             = Usage.RenderTargetOutput
            };

            // Used for debugging dispose object references
            // Configuration.EnableObjectTracking = true;

            // Disable throws on shader compilation errors
            //Configuration.ThrowOnShaderCompileError = false;

            // Create Device and SwapChain
            Device    device;
            SwapChain swapChain;

            Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, desc, out device, out swapChain);
            var context = device.ImmediateContext;


            // Compile Vertex and Pixel shaders
            var vertexShaderByteCode = ShaderBytecode.CompileFromFile("MiniCube.fx", "VS", "vs_4_0");
            var vertexShader         = new VertexShader(device, vertexShaderByteCode);

            var pixelShaderByteCode = ShaderBytecode.CompileFromFile("MiniCube.fx", "PS", "ps_4_0");
            var pixelShader         = new PixelShader(device, pixelShaderByteCode);

            var signature = ShaderSignature.GetInputSignature(vertexShaderByteCode);
            // Layout from VertexShader input signature
            var layout = new InputLayout(device, signature, new[]
            {
                new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0),
                new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 12, 0)
            });
            var floatsPerVertex = 7;

            // Instantiate Vertex buffer from vertex data
            var axesVertices = Buffer.Create(device, BindFlags.VertexBuffer, new float[] {
                +0.0f, +0.0f, +0.0f, 1, 0, 0, 1,
                +1.0f, +0.0f, +0.0f, 1, 0, 0, 1,

                +0.0f, +0.0f, +0.0f, 0, 1, 0, 1,
                +0.0f, +1.0f, +0.0f, 0, 1, 0, 1,

                +0.0f, +0.0f, +0.0f, 0, 0, 1, 1,
                +0.0f, +0.0f, +1.0f, 0, 0, 1, 1,
            });
            var axesVertexCount         = 9;
            var axesVertexBufferBinding = new VertexBufferBinding(axesVertices, Utilities.SizeOf <float>() * floatsPerVertex, 0);

            // Create Constant Buffer
            var contantBuffer = new Buffer(device, Utilities.SizeOf <Matrix>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);



            // Prepare All the stages
            context.InputAssembler.InputLayout       = layout;
            context.InputAssembler.PrimitiveTopology = PrimitiveTopology.LineList;
            context.VertexShader.SetConstantBuffer(0, contantBuffer);
            context.VertexShader.Set(vertexShader);
            context.PixelShader.Set(pixelShader);

            // Prepare matrices


            // Use clock
            var clock = new Stopwatch();

            clock.Start();

            // Declare texture for rendering
            bool             userResized = true;
            Texture2D        backBuffer  = null;
            RenderTargetView renderView  = null;
            Texture2D        depthBuffer = null;
            DepthStencilView depthView   = null;

            // Setup handler on resize form
            form.UserResized += (sender, args) => userResized = true;

            // Setup full screen mode change F5 (Full) F4 (Window)
            form.KeyDown += (sender, args) =>
            {
                if (args.KeyCode == Keys.F5)
                {
                    swapChain.SetFullscreenState(true, null);
                }
                else if (args.KeyCode == Keys.F4)
                {
                    swapChain.SetFullscreenState(false, null);
                }
                else if (args.KeyCode == Keys.Escape)
                {
                    form.Close();
                }
            };

            // Main loop
            RenderLoop.Run(form, () =>
            {
                // If Form resized
                if (userResized)
                {
                    // Dispose all previous allocated resources
                    ComObject.Dispose(ref backBuffer);
                    ComObject.Dispose(ref renderView);
                    ComObject.Dispose(ref depthBuffer);
                    ComObject.Dispose(ref depthView);

                    // Resize the backbuffer
                    swapChain.ResizeBuffers(desc.BufferCount, form.ClientSize.Width, form.ClientSize.Height, Format.Unknown, SwapChainFlags.None);

                    // Get the backbuffer from the swapchain
                    backBuffer = Texture2D.FromSwapChain <Texture2D>(swapChain, 0);

                    // Renderview on the backbuffer
                    renderView = new RenderTargetView(device, backBuffer);

                    // Create the depth buffer
                    depthBuffer = new Texture2D(device, new Texture2DDescription()
                    {
                        Format            = Format.D32_Float_S8X24_UInt,
                        ArraySize         = 1,
                        MipLevels         = 1,
                        Width             = form.ClientSize.Width,
                        Height            = form.ClientSize.Height,
                        SampleDescription = new SampleDescription(1, 0),
                        Usage             = ResourceUsage.Default,
                        BindFlags         = BindFlags.DepthStencil,
                        CpuAccessFlags    = CpuAccessFlags.None,
                        OptionFlags       = ResourceOptionFlags.None
                    });

                    // Create the depth buffer view
                    depthView = new DepthStencilView(device, depthBuffer);

                    // Setup targets and viewport for rendering
                    context.Rasterizer.SetViewports(new Viewport(0, 0, form.ClientSize.Width, form.ClientSize.Height, 0.0f, 1.0f));
                    context.OutputMerger.SetTargets(depthView, renderView);

                    // Setup new projection matrix with correct aspect ratio
                    //proj = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, form.ClientSize.Width / (float)form.ClientSize.Height, 0.1f, 100.0f);

                    // We are done resizing
                    userResized = false;
                }

                float time = clock.ElapsedMilliseconds / 1000.0f;

                //var viewProj = Matrix.Multiply(view, proj);

                // Clear views
                context.ClearDepthStencilView(depthView, DepthStencilClearFlags.Depth, 1.0f, 0);
                context.ClearRenderTargetView(renderView, Colors.Black);

                // Update WorldViewProj Matrix
                //var worldViewProj = Matrix.RotationX(time) * Matrix.RotationY(time * 2) * Matrix.RotationZ(time * .7f) * viewProj;
                var basisX = new Vector4(1, 0, 0, 1);
                var basisY = new Vector4(0, 1, 0, 1);
                var basisZ = new Vector4(0, 0, 1, 1);

                // Rotate around X.
                basisY = Vector4.Transform(basisY, Matrix.RotationX((float)(Math.PI / 4)));
                basisZ = Vector4.Transform(basisZ, Matrix.RotationX((float)(Math.PI / 4)));

                // Rotate around basisY
                basisX = Vector4.Transform(basisX, Matrix.RotationAxis((Vector3)basisY, time));
                basisZ = Vector4.Transform(basisZ, Matrix.RotationAxis((Vector3)basisY, time));

                var worldViewProj  = Matrix.Identity;
                worldViewProj.Row1 = basisX;
                worldViewProj.Row2 = basisY;
                worldViewProj.Row3 = basisZ;
                worldViewProj     *= Matrix.Translation(0, 0, 0.5f);
                // View
                worldViewProj *= Matrix.LookAtLH(new Vector3(0, 0, -1), new Vector3(0, 0, 0), Vector3.UnitY);
                // Proj
                worldViewProj *= Matrix.PerspectiveFovLH((float)(Math.PI / 2f), form.ClientSize.Width / (float)form.ClientSize.Height, 0.00001f, 2000);
                worldViewProj.Transpose();
                context.UpdateSubresource(ref worldViewProj, contantBuffer);

                // Draw the cube
                context.InputAssembler.SetVertexBuffers(0, axesVertexBufferBinding);
                context.Draw(axesVertexCount, 0);

                // Present!
                swapChain.Present(0, PresentFlags.None);
            });

            // Release all resources
            signature.Dispose();
            vertexShaderByteCode.Dispose();
            vertexShader.Dispose();
            pixelShaderByteCode.Dispose();
            pixelShader.Dispose();
            axesVertices.Dispose();
            layout.Dispose();
            contantBuffer.Dispose();
            depthBuffer.Dispose();
            depthView.Dispose();
            renderView.Dispose();
            backBuffer.Dispose();
            context.ClearState();
            context.Flush();
            device.Dispose();
            context.Dispose();
            swapChain.Dispose();
        }
Beispiel #29
0
        static void D2d()
        {
            var plugfire = new Plugfire();

            InitializeXAudio2();
            //var fileStream = new NativeFileStream(@"D:\plug17.mp3", NativeFileMode.Open, NativeFileAccess.Read);
            var embeddedStream = Assembly.GetEntryAssembly().GetManifestResourceStream(typeof(Program), "music.mp3");
            var audioPlayer    = new AudioPlayer(xaudio2, embeddedStream);

            audioPlayer.Play();

            var form = new RenderForm("SharpDX - MiniCube Direct3D11 Sample");

            form.Width  = Plugfire.WIDTH * 4;
            form.Height = Plugfire.HEIGHT * 4;
            Device    device;
            SwapChain swapChain;
            var       d2dFactory = new SharpDX.Direct2D1.Factory();

            var desc = new SwapChainDescription()
            {
                BufferCount       = 1,
                ModeDescription   = new ModeDescription(form.ClientSize.Width, form.ClientSize.Height, new Rational(60, 1), Format.R8G8B8A8_UNorm),
                IsWindowed        = false,
                OutputHandle      = form.Handle,
                SampleDescription = new SampleDescription(1, 0),
                SwapEffect        = SwapEffect.Discard,
                Usage             = Usage.RenderTargetOutput
            };

            Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.BgraSupport, new SharpDX.Direct3D.FeatureLevel[] { SharpDX.Direct3D.FeatureLevel.Level_10_0 }, desc, out device, out swapChain);

            // Ignore all windows events
            Factory factory = swapChain.GetParent <Factory>();

            factory.MakeWindowAssociation(form.Handle, WindowAssociationFlags.IgnoreAll);

            form.KeyUp += (sender, args) =>
            {
                if (args.KeyCode == Keys.F5)
                {
                    swapChain.SetFullscreenState(true, null);
                }
                else if (args.KeyCode == Keys.F4)
                {
                    swapChain.SetFullscreenState(false, null);
                }
                else if (args.KeyCode == Keys.Escape)
                {
                    form.Close();
                }
            };

            Stopwatch stopwatch = new Stopwatch();

            stopwatch.Start();

            Texture2D        backBuffer = null;
            Bitmap           bitmap     = null;
            RenderTarget     render     = null;
            RenderTargetView renderView = null;

            backBuffer = Texture2D.FromSwapChain <Texture2D>(swapChain, 0);
            //var textBuffer = new Texture2D(device, new Texture2DDescription {Height = 100, Width = 100, Format = Format.R8G8B8A8_UNorm});
            renderView = new RenderTargetView(device, backBuffer);
            //var textView = new RenderTargetView(device, textBuffer);
            Surface surface = backBuffer.QueryInterface <Surface>();

            //Surface textSurface = textBuffer.QueryInterface<Surface>();
            render = new RenderTarget(d2dFactory, surface, new RenderTargetProperties(new PixelFormat(Format.Unknown, AlphaMode.Premultiplied)));
            //var textRender = new RenderTarget(d2dFactory, textSurface, new RenderTargetProperties(new PixelFormat(Format.Unknown, AlphaMode.Premultiplied)));
            bitmap = new Bitmap(render, new Size2(Plugfire.WIDTH, Plugfire.HEIGHT), new BitmapProperties(new PixelFormat(Format.R8G8B8A8_UNorm, AlphaMode.Ignore)));

            SharpDX.DirectWrite.Factory FactoryDWrite = new SharpDX.DirectWrite.Factory();

            var whiteTextBrush     = new SolidColorBrush(render, new RawColor4(1, 1, 1, 1));
            var debugTextFormat    = new TextFormat(FactoryDWrite, "Arial", 10);
            var titleTextBrush     = new SolidColorBrush(render, new RawColor4(1, 1, 0.3f, 1));
            var foamTextFormat     = new TextFormat(FactoryDWrite, "Arial", FontWeight.Bold, FontStyle.Normal, 100);
            var presentsTextFormat = new TextFormat(FactoryDWrite, "Arial", FontWeight.Bold, FontStyle.Normal, 60);
            var titleTextFormat    = new TextFormat(FactoryDWrite, "Arial", FontWeight.Bold, FontStyle.Normal, 80);

            // Main loop
            RenderLoop.Run(form, () =>
            {
                plugfire.Frame(stopwatch.ElapsedMilliseconds, audioPlayer.Position.TotalMilliseconds);
                bitmap.CopyFromMemory(plugfire.GetRgbImage(), Plugfire.WIDTH * 4);

                render.BeginDraw();
                //render.Clear(Color.Wheat);
                //solidColorBrush.Color = new Color4(1, 1, 1, (float)Math.Abs(Math.Cos(stopwatch.ElapsedMilliseconds * .001)));
                //d2dRenderTarget.FillGeometry(rectangleGeometry, solidColorBrush, null);
                render.DrawBitmap(bitmap, new RawRectangleF(0, 0, render.Size.Width, render.Size.Height), 1.0f, BitmapInterpolationMode.Linear);
                //render.DrawText(audioPlayer.Position.ToString(), debugTextFormat, new RawRectangleF(10,10,100,100), whiteTextBrush);

                //if (plugfire.Mode == 0)
                //{
                //    var fade = (float)Math.Min((stopwatch.Elapsed.TotalMilliseconds - 500) / 2000, 1);
                //    titleTextBrush.Color = new RawColor4(fade, fade, fade * 0.3f, 1);
                //    render.DrawText("FOAM", foamTextFormat, new RawRectangleF(500, 100, 2000, 2000), titleTextBrush);
                //    render.DrawText("presents", presentsTextFormat, new RawRectangleF(520, 200, 2000, 2000), titleTextBrush);
                //    render.DrawText("Plugfire Regurgitated", titleTextFormat, new RawRectangleF(250, 400, 2000, 2000), titleTextBrush);
                //}

                render.EndDraw();

                swapChain.Present(0, PresentFlags.None);
            });

            // Release all resources
            renderView.Dispose();
            backBuffer.Dispose();
            device.ImmediateContext.ClearState();
            device.ImmediateContext.Flush();
            device.Dispose();
            device.Dispose();
            swapChain.Dispose();
            factory.Dispose();
        }
Beispiel #30
0
        //      [STAThread]
        private static void Main()
        {
            var form = new RenderForm("Sharp XFile Parser Sample");

            // SwapChain description
            var desc = new SwapChainDescription()
            {
                BufferCount     = 1,
                ModeDescription =
                    new ModeDescription(form.ClientSize.Width, form.ClientSize.Height,
                                        new Rational(60, 1), Format.R8G8B8A8_UNorm),
                IsWindowed        = true,
                OutputHandle      = form.Handle,
                SampleDescription = new SampleDescription(1, 0),
                SwapEffect        = SwapEffect.Discard,
                Usage             = Usage.RenderTargetOutput
            };

            // Used for debugging dispose object references
            // Configuration.EnableObjectTracking = true;

            // Disable throws on shader compilation errors
            //Configuration.ThrowOnShaderCompileError = false;

            // Create Device and SwapChain
            Device    device;
            SwapChain swapChain;

            Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, desc, out device, out swapChain);
            var context = device.ImmediateContext;

            // Ignore all windows events
            var factory = swapChain.GetParent <Factory>();

            factory.MakeWindowAssociation(form.Handle, WindowAssociationFlags.IgnoreAll);

            var mesh = new XFileMesh(device);

            mesh.Load("../../../ゲキド街v3.0/ゲキド街v3.0.x");

            var camera = new GlobeCamera(form);

            // Prepare matrices
            var    view = Matrix.LookAtLH(new Vector3(0, 0, -5), new Vector3(0, 0, 0), Vector3.UnitY);
            Matrix proj = Matrix.Identity;

            // Use clock
            var clock = new Stopwatch();

            clock.Start();

            // Declare texture for rendering
            bool             userResized = true;
            Texture2D        backBuffer  = null;
            RenderTargetView renderView  = null;
            Texture2D        depthBuffer = null;
            DepthStencilView depthView   = null;

            // Setup handler on resize form
            form.UserResized += (sender, args) => userResized = true;

            // Setup full screen mode change F5 (Full) F4 (Window)
            form.KeyUp += (sender, args) =>
            {
                if (args.KeyCode == Keys.F5)
                {
                    swapChain.SetFullscreenState(true, null);
                }
                else if (args.KeyCode == Keys.F4)
                {
                    swapChain.SetFullscreenState(false, null);
                }
                else if (args.KeyCode == Keys.Escape)
                {
                    form.Close();
                }
            };

            // Main loop
            RenderLoop.Run(form, () =>
            {
                // If Form resized
                if (userResized)
                {
                    // Dispose all previous allocated resources
                    Utilities.Dispose(ref backBuffer);
                    Utilities.Dispose(ref renderView);
                    Utilities.Dispose(ref depthBuffer);
                    Utilities.Dispose(ref depthView);

                    // Resize the backbuffer
                    swapChain.ResizeBuffers(desc.BufferCount, form.ClientSize.Width, form.ClientSize.Height, Format.Unknown, SwapChainFlags.None);

                    // Get the backbuffer from the swapchain
                    backBuffer = Texture2D.FromSwapChain <Texture2D>(swapChain, 0);

                    // Renderview on the backbuffer
                    renderView = new RenderTargetView(device, backBuffer);

                    // Create the depth buffer
                    depthBuffer = new Texture2D(device, new Texture2DDescription()
                    {
                        Format            = Format.D32_Float_S8X24_UInt,
                        ArraySize         = 1,
                        MipLevels         = 1,
                        Width             = form.ClientSize.Width,
                        Height            = form.ClientSize.Height,
                        SampleDescription = new SampleDescription(1, 0),
                        Usage             = ResourceUsage.Default,
                        BindFlags         = BindFlags.DepthStencil,
                        CpuAccessFlags    = CpuAccessFlags.None,
                        OptionFlags       = ResourceOptionFlags.None
                    });

                    // Create the depth buffer view
                    depthView = new DepthStencilView(device, depthBuffer);

                    // Setup targets and viewport for rendering
                    context.Rasterizer.SetViewport(new Viewport(0, 0, form.ClientSize.Width, form.ClientSize.Height, 0.0f, 1.0f));
                    context.OutputMerger.SetTargets(depthView, renderView);

                    // Setup new projection matrix with correct aspect ratio
                    proj = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, form.ClientSize.Width / (float)form.ClientSize.Height, 0.1f, 100.0f);

                    // We are done resizing
                    userResized = false;
                }

                var time = clock.ElapsedMilliseconds / 1000.0f;

                var viewProj = Matrix.Multiply(view, proj);

                // Clear views
                context.ClearDepthStencilView(depthView, DepthStencilClearFlags.Depth, 1.0f, 0);
                // context.ClearRenderTargetView(renderView, Color.Black);
                context.ClearRenderTargetView(renderView, new Color(100, 149, 237, 255));

                // Draw the cube
                camera.OnUpdate(time);
                mesh.World      = Matrix.Scaling(0.1f);
                mesh.Projection = camera.ProjectionMat;
                mesh.View       = camera.ViewMat;
                mesh.Draw(context);

                // Present!
                swapChain.Present(1, PresentFlags.None);
            });

            // Release all resources
            mesh.Dispose();
            depthBuffer.Dispose();
            depthView.Dispose();
            renderView.Dispose();
            backBuffer.Dispose();
            context.ClearState();
            context.Flush();
            device.Dispose();
            context.Dispose();
            swapChain.Dispose();
            factory.Dispose();
        }