Beispiel #1
0
        protected override void Draw()
        {
            // Render 3D targets.
            glEnable(GL_DEPTH_TEST);
            glEnable(GL_CULL_FACE);
            glDepthFunc(GL_LEQUAL);

            activeLoop.DrawTargets();
            mainTarget.Apply();
            activeLoop.Draw();

            // Render 2D targets.
            glDisable(GL_DEPTH_TEST);
            glDisable(GL_CULL_FACE);
            glDepthFunc(GL_NEVER);

            canvas.DrawTargets(sb);

            // Draw to the main screen.
            glBindFramebuffer(GL_FRAMEBUFFER, 0);
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
            glViewport(0, 0, (uint)Resolution.WindowWidth, (uint)Resolution.WindowHeight);

            sb.ApplyTarget(null);
            mainSprite.Draw(sb);
            canvas.Draw(sb);
            sb.Flush();
        }
Beispiel #2
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        public void DrawTargets()
        {
            renderTarget.Apply();
            localCamera.Update(0);

            vec3[] cameraBox = DrawViewBox(camera.OrthoWidth, camera.OrthoHeight, camera.NearPlane, camera.FarPlane,
                                           vec3.Zero, camera.Orientation, Color.Green, out vec3 center);

            vec3 light            = batch.Light.Direction;
            quat lightOrientation = new quat(mat4.LookAt(vec3.Zero, light, vec3.UnitY));

            vec3[] transformed = cameraBox.Select(p => p * lightOrientation.Inverse).ToArray();

            //localCamera.Position = center - light * 25;
            //localCamera.Orientation = new quat(mat4.LookAt(vec3.Zero, light, vec3.UnitY));

            float left   = transformed.Min(p => p.x);
            float right  = transformed.Max(p => p.x);
            float top    = transformed.Max(p => p.y);
            float bottom = transformed.Min(p => p.y);
            float near   = batch.ShadowNearPlane;
            float far    = batch.ShadowFarPlane;

            vec3 shadowPosition = center - batch.Light.Direction * (far - near) / 2;

            DrawViewBox(right - left, top - bottom, near, far, shadowPosition, lightOrientation, Color.Yellow,
                        out center);

            primitives.Flush();
        }
        public void DrawTargets()
        {
            const int OrthoSize = 8;

            glDisable(GL_CULL_FACE);

            mat4 lightView       = mat4.LookAt(-lightDirection * 10, vec3.Zero, vec3.UnitY);
            mat4 lightProjection = mat4.Ortho(-OrthoSize, OrthoSize, -OrthoSize, OrthoSize, 0.1f, 100);

            mat4[] bones =
            {
                bone1,
                bone2
            };

            lightMatrix = lightProjection * lightView;

            shadowMapTarget.Apply();
            shadowMapShader.Apply();
            shadowMapShader.SetUniform("bones[0]", bones);

            model.RecomputeWorldMatrix();
            shadowMapShader.SetUniform("lightMatrix", lightMatrix * model.WorldMatrix);

            Draw(model.Mesh);
        }
Beispiel #4
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        unsafe void OnRenderModel()
        {
            if (mRenderer == null)
            {
                return;
            }

            mTarget.Clear();
            mTarget.Apply();

            var ctx = WorldFrame.Instance.GraphicsContext;
            var vp  = ctx.Viewport;

            ctx.Context.Rasterizer.SetViewport(new Viewport(0, 0, ImgWidth, ImgHeight, 0.0f, 1.0f));

            ctx.Context.VertexShader.SetConstantBuffer(0, mMatrixBuffer.Native);
            mRenderer.RenderPortrait();

            mTarget.Remove();
            ctx.Context.Rasterizer.SetViewport(vp);

            ctx.Context.ResolveSubresource(mTarget.Texture, 0, mResolveTexture, 0, Format.B8G8R8A8_UNorm);
            ctx.Context.CopyResource(mResolveTexture, mMapTexture);

            var box  = ctx.Context.MapSubresource(mMapTexture, 0, MapMode.Read, MapFlags.None);
            var bmp  = new Bitmap(ImgWidth, ImgHeight, PixelFormat.Format32bppArgb);
            var bmpd = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), ImageLockMode.WriteOnly,
                                    PixelFormat.Format32bppArgb);
            byte *ptrDst = (byte *)bmpd.Scan0.ToPointer();
            byte *ptrSrc = (byte *)box.DataPointer.ToPointer();

            for (var i = 0; i < bmp.Height; ++i)
            {
                UnsafeNativeMethods.CopyMemory(ptrDst + i * bmp.Width * 4, ptrSrc + i * box.RowPitch, bmp.Width * 4);
            }

            bmp.UnlockBits(bmpd);
            ctx.Context.UnmapSubresource(mMapTexture, 0);

            //Cache thumbnail
            if (mThumbnailCaptureFrame > 0 && --mThumbnailCaptureFrame == 0)
            {
                renderTimer.Stop();

                Bitmap thumbnail = new Bitmap(ImgWidth, ImgHeight);
                using (var g = System.Drawing.Graphics.FromImage(thumbnail))
                {
                    g.Clear(Color.Black);
                    g.DrawImage(bmp, new PointF(0, 0));
                }

                ThumbnailCache.Cache(mRenderer.Model.FileName, thumbnail);
                if (mModels.Count > 0) //More models so render next
                {
                    LoadModel();
                }
            }
        }
Beispiel #5
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        public void Run()
        {
            using (var form = new Form())
            {
                _form           = form;
                form.Text       = "ImGui.NET on LightDx";
                form.ClientSize = new Size(800, 600);
                form.KeyDown   += OnKeyDown;
                form.KeyUp     += OnKeyUp;

                using (var device = LightDevice.Create(form))
                {
                    _device = device;

                    var target = new RenderTarget(device.GetDefaultTarget());
                    target.Apply();

                    Pipeline pipeline = device.CompilePipeline(InputTopology.Triangle,
                                                               ShaderSource.FromResource("Shader.fx", ShaderType.Vertex | ShaderType.Pixel));;
                    _pipeline = pipeline;

                    pipeline.SetResource(0, CreateFontTexture());
                    pipeline.SetBlender(Blender.AlphaBlender);

                    pipeline.Apply();

                    var input = pipeline.CreateVertexDataProcessor <Vertex>();
                    _inputDataProcessor = input;

                    var constant = pipeline.CreateConstantBuffer <VSConstant>();
                    pipeline.SetConstant(ShaderType.Vertex, 0, constant);

                    void UpdateWindowSize()
                    {
                        constant.Value.Width  = device.ScreenWidth;
                        constant.Value.Height = device.ScreenHeight;
                        constant.Update();
                    }

                    device.ResolutionChanged += (sender, e) => UpdateWindowSize();
                    UpdateWindowSize();

                    form.Show();
                    device.RunLoop(delegate()
                    {
                        target.ClearAll();

                        RenderFrame();

                        device.Present(true);
                    });
                }
            }
        }
Beispiel #6
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        public void DrawTargets()
        {
            modelTarget.Apply();

            // Note that by this point, the scene's shadow map should have already been computed.
            var renderer = Scene.Renderer;

            renderer.VpMatrix = viewOrientation;
            renderer.Draw();

            shader.Apply();
            Sky.Target.Bind(0);
            modelTarget.Bind(1);
        }
        public void DrawTargets()
        {
            if (!IsEnabled)
            {
                return;
            }

            Light.RecomputeMatrices(VpMatrix);

            shadowMapTarget.Apply();

            DrawShadow(modelRenderer);
            DrawShadow(spriteBatch3D);
            DrawShadow(skeletonRenderer);
        }
Beispiel #8
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        public void DrawTargets(float t)
        {
            if (!IsDrawEnabled)
            {
                return;
            }

            Light.Recompute(t);
            Light.RecomputeMatrices(camera);

            shadowMapTarget.Apply();

            DrawShadow(modelRenderer, t);
            DrawShadow(spriteBatch3D, t);
            DrawShadow(skeletonRenderer, t);
        }
        unsafe void OnRenderModel()
        {
            if (mRenderer == null)
            {
                return;
            }

            mTarget.Clear();
            mTarget.Apply();

            var ctx = WorldFrame.Instance.GraphicsContext;
            var vp  = ctx.Viewport;

            ctx.Context.Rasterizer.SetViewport(new Viewport(0, 0, ClientSize.Width, ClientSize.Height, 0.0f, 1.0f));

            ctx.Context.VertexShader.SetConstantBuffer(0, mMatrixBuffer.Native);

            mRenderer.OnFrame();

            mTarget.Remove();
            ctx.Context.Rasterizer.SetViewport(vp);

            ctx.Context.ResolveSubresource(mTarget.Texture, 0, mResolveTexture, 0, SharpDX.DXGI.Format.B8G8R8A8_UNorm);
            ctx.Context.CopyResource(mResolveTexture, mMapTexture);

            var box  = ctx.Context.MapSubresource(mMapTexture, 0, MapMode.Read, MapFlags.None);
            var bmp  = new Bitmap(ClientSize.Width, ClientSize.Height, PixelFormat.Format32bppArgb);
            var bmpd = bmp.LockBits(new System.Drawing.Rectangle(0, 0, bmp.Width, bmp.Height), ImageLockMode.WriteOnly,
                                    PixelFormat.Format32bppArgb);
            byte *ptrDst = (byte *)bmpd.Scan0.ToPointer();
            byte *ptrSrc = (byte *)box.DataPointer.ToPointer();

            for (var i = 0; i < bmp.Height; ++i)
            {
                UnsafeNativeMethods.CopyMemory(ptrDst + i * bmp.Width * 4, ptrSrc + i * box.RowPitch, bmp.Width * 4);
            }

            bmp.UnlockBits(bmpd);
            if (mPaintBitmap != null)
            {
                mPaintBitmap.Dispose();
            }

            mPaintBitmap = bmp;
            ctx.Context.UnmapSubresource(mMapTexture, 0);
            Invalidate();
        }
Beispiel #10
0
        public void DrawTargets()
        {
            const int OrthoSize = 8;

            glDisable(GL_CULL_FACE);

            mat4 lightView       = mat4.LookAt(-LightDirection * 10, vec3.Zero, vec3.UnitY);
            mat4 lightProjection = mat4.Ortho(-OrthoSize, OrthoSize, -OrthoSize, OrthoSize, 0.1f, 100);

            lightMatrix = lightProjection * lightView;

            shadowMapTarget.Apply();
            shadowMapShader.Apply();

            foreach (ModelHandle handle in handles)
            {
                Model model = handle.Model;

                model.RecomputeWorldMatrix();
                shadowMapShader.SetUniform("lightMatrix", lightMatrix * model.WorldMatrix);
                Draw(handle);
            }
        }
Beispiel #11
0
        static void Main(string[] args)
        {
            Application.EnableVisualStyles();
            Application.SetCompatibleTextRenderingDefault(false);

            var form = new Form
            {
                ClientSize = new Size(800, 600),
                Text       = "Tutorial 4: Buffers, Shaders, and HLSL",
            };

            using (var device = LightDevice.Create(form))
            {
                //---------------------
                // Target & Pipeline
                //---------------------

                var target = new RenderTarget(device.GetDefaultTarget());
                target.Apply();

                Pipeline pipeline = device.CompilePipeline(InputTopology.Triangle,
                                                           ShaderSource.FromResource("Color_vs.fx", ShaderType.Vertex),
                                                           ShaderSource.FromResource("Color_ps.fx", ShaderType.Pixel));
                pipeline.Apply();

                //---------------------
                // Vertex buffer
                //---------------------

                var vertexDataProcessor = pipeline.CreateVertexDataProcessor <Vertex>();
                var vertexBuffer        = vertexDataProcessor.CreateImmutableBuffer(new[] {
                    new Vertex {
                        Position = new Vector4(-1, -1, 0, 1), Color = new Vector4(0, 1, 0, 1)
                    },
                    new Vertex {
                        Position = new Vector4(0, 1, 0, 1), Color = new Vector4(0, 1, 0, 1)
                    },
                    new Vertex {
                        Position = new Vector4(1, -1, 0, 1), Color = new Vector4(0, 1, 0, 1)
                    },
                });

                //---------------------
                // Index buffer
                //---------------------

                var indexBuffer = pipeline.CreateImmutableIndexBuffer(new uint[] { 0, 1, 2 });

                //---------------------
                // Constant buffer (VS)
                //---------------------

                var constantBuffer = pipeline.CreateConstantBuffer <Constants>();
                pipeline.SetConstant(ShaderType.Vertex, 0, constantBuffer);

                void SetupProjMatrix()
                {
                    constantBuffer.Value.Projection =
                        device.CreatePerspectiveFieldOfView((float)Math.PI / 4).Transpose();
                }

                device.ResolutionChanged += (sender, e) => SetupProjMatrix();

                constantBuffer.Value.World = Matrix4x4.Identity.Transpose();
                SetupProjMatrix();

                //---------------------
                // Camera
                //---------------------

                var camera = new Camera();

                //---------------------
                // Start main loop
                //---------------------

                form.Show();

                device.RunMultithreadLoop(delegate()
                {
                    // Update matrix

                    constantBuffer.Value.View = camera.GetViewMatrix().Transpose();
                    constantBuffer.Update();

                    // Clear and draw

                    target.ClearAll();
                    indexBuffer.DrawAll(vertexBuffer);

                    device.Present(true);
                });
            }
        }
Beispiel #12
0
        static void Main(string[] args)
        {
            Application.EnableVisualStyles();
            Application.SetCompatibleTextRenderingDefault(false);

            var form = new Form
            {
                ClientSize = new Size(800, 600),
                Text       = "Tutorial 7: 3D Model Rendering",
            };

            using (var device = LightDevice.Create(form))
            {
                //---------------------
                // Target & Pipeline
                //---------------------

                var target = new RenderTarget(device.GetDefaultTarget(),
                                              device.CreateDefaultDepthStencilTarget());
                target.Apply();

                Pipeline pipeline = device.CompilePipeline(InputTopology.Triangle,
                                                           ShaderSource.FromResource("Light_vs.fx", ShaderType.Vertex),
                                                           ShaderSource.FromResource("Light_ps.fx", ShaderType.Pixel));
                pipeline.Apply();

                //---------------------
                // Vertex buffer
                //---------------------

                var          vertexDataProcessor = pipeline.CreateVertexDataProcessor <ModelVertex>();
                VertexBuffer vertexBuffer;
                using (var stream = Assembly.GetEntryAssembly().GetManifestResourceStream("Tutorial07.Cube.txt"))
                {
                    vertexBuffer = vertexDataProcessor.CreateImmutableBuffer(Model.ReadModelFile(stream));
                }

                //---------------------
                // Constant buffer (VS)
                //---------------------

                var constantBufferVS = pipeline.CreateConstantBuffer <VSConstants>();
                pipeline.SetConstant(ShaderType.Vertex, 0, constantBufferVS);

                void SetupProjMatrix()
                {
                    constantBufferVS.Value.Projection =
                        device.CreatePerspectiveFieldOfView((float)Math.PI / 4).Transpose();
                }

                device.ResolutionChanged += (sender, e) => SetupProjMatrix();

                constantBufferVS.Value.World = Matrix4x4.Identity.Transpose();
                SetupProjMatrix();

                //---------------------
                // Constant buffer (PS)
                //---------------------

                var constantBufferPS = pipeline.CreateConstantBuffer <PSConstants>();
                pipeline.SetConstant(ShaderType.Pixel, 0, constantBufferPS);

                constantBufferPS.Value.Diffuse  = Color.White.WithAlpha(1);
                constantBufferPS.Value.LightDir = Vector3.Normalize(new Vector3(-3f, -4f, 6f));
                constantBufferPS.Update();

                //---------------------
                // Texture
                //---------------------

                Texture2D tex;
                using (var stream = Assembly.GetEntryAssembly().GetManifestResourceStream("Tutorial07.seafloor.dds"))
                {
                    tex = device.CreateTexture2D(stream);
                }
                pipeline.SetResource(0, tex);

                //---------------------
                // Camera
                //---------------------

                var camera = new Camera();

                //---------------------
                // Start main loop
                //---------------------

                form.Show();

                var frameCounter = new FrameCounter();
                frameCounter.Start();

                device.RunMultithreadLoop(delegate()
                {
                    // Update matrix

                    var time         = frameCounter.NextFrame() / 1000;
                    Matrix4x4 rotate = Matrix4x4.CreateRotationX(time * 3) *
                                       Matrix4x4.CreateRotationY(time * 6) *
                                       Matrix4x4.CreateRotationZ(time * 4);

                    constantBufferVS.Value.World *= rotate;
                    constantBufferVS.Value.View   = camera.GetViewMatrix().Transpose();
                    constantBufferVS.Update();

                    // Clear and draw
                    target.ClearAll();
                    vertexBuffer.DrawAll();

                    device.Present(true);
                });
            }
        }
Beispiel #13
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        static void Main(string[] args)
        {
            Application.EnableVisualStyles();
            Application.SetCompatibleTextRenderingDefault(false);

            var form = new Form
            {
                ClientSize = new Size(800, 600),
                Text       = "Tutorial 21: Specular Mapping",
            };

            using (var device = LightDevice.Create(form))
            {
                //---------------------
                // Target & Pipeline
                //---------------------

                var target = new RenderTarget(device.GetDefaultTarget(),
                                              device.CreateDefaultDepthStencilTarget());
                target.Apply();

                Pipeline pipeline = device.CompilePipeline(InputTopology.Triangle,
                                                           ShaderSource.FromResource("SpecMap_vs.fx", ShaderType.Vertex),
                                                           ShaderSource.FromResource("SpecMap_ps.fx", ShaderType.Pixel));
                pipeline.Apply();

                //---------------------
                // Vertex buffer
                //---------------------

                var          vertexDataProcessor = pipeline.CreateVertexDataProcessor <ModelVertex>();
                VertexBuffer vertexBuffer;
                using (var stream = Assembly.GetEntryAssembly().GetManifestResourceStream("Tutorial21.cube.txt"))
                {
                    vertexBuffer = vertexDataProcessor.CreateImmutableBuffer(Model.ReadModelFile(stream));
                }

                //---------------------
                // Constant buffer (Matrix, VS)
                //---------------------

                var matrixBuffer = pipeline.CreateConstantBuffer <MatrixBuffer>();
                pipeline.SetConstant(ShaderType.Vertex, 0, matrixBuffer);

                void SetupProjMatrix()
                {
                    matrixBuffer.Value.Projection =
                        device.CreatePerspectiveFieldOfView((float)Math.PI / 4).Transpose();
                }

                device.ResolutionChanged += (sender, e) => SetupProjMatrix();

                matrixBuffer.Value.World = Matrix4x4.Identity.Transpose();
                SetupProjMatrix();

                //---------------------
                // Constant buffer (Camera, VS)
                //---------------------

                var cameraBuffer = pipeline.CreateConstantBuffer <CameraBuffer>();
                pipeline.SetConstant(ShaderType.Vertex, 1, cameraBuffer);

                //---------------------
                // Constant buffer (Light, PS)
                //---------------------

                var lightBuffer = pipeline.CreateConstantBuffer <LightBuffer>();
                pipeline.SetConstant(ShaderType.Pixel, 0, lightBuffer);

                lightBuffer.Value.DiffuseColor   = Color.White.WithAlpha(1);
                lightBuffer.Value.LightDirection = Vector3.Normalize(new Vector3(0, 0, 1));
                lightBuffer.Value.SpecularColor  = Color.White.WithAlpha(1);
                lightBuffer.Value.SpecularPower  = 16;
                lightBuffer.Update();

                //---------------------
                // Texture
                //---------------------

                Texture2D CreateTextureFromResource(string name)
                {
                    using (var stream = Assembly.GetEntryAssembly().GetManifestResourceStream($"Tutorial21.{name}.dds"))
                    {
                        return(device.CreateTexture2D(stream));
                    }
                }

                var tex1 = CreateTextureFromResource("stone02");
                var tex2 = CreateTextureFromResource("bump02");
                var tex3 = CreateTextureFromResource("spec02");
                pipeline.SetResource(0, tex1);
                pipeline.SetResource(1, tex2);
                pipeline.SetResource(2, tex3);

                //---------------------
                // Camera
                //---------------------

                var camera = new Camera();

                //---------------------
                // Start main loop
                //---------------------

                form.Show();

                var frameCounter = new FrameCounter();
                frameCounter.Start();

                device.RunMultithreadLoop(delegate()
                {
                    // Update matrix buffer

                    var time         = frameCounter.NextFrame() / 1000;
                    Matrix4x4 rotate = Matrix4x4.CreateRotationX(time * 3) *
                                       Matrix4x4.CreateRotationY(time * 6) *
                                       Matrix4x4.CreateRotationZ(time * 4);

                    matrixBuffer.Value.World *= rotate;
                    matrixBuffer.Value.View   = camera.GetViewMatrix().Transpose();
                    matrixBuffer.Update();

                    // Update camera buffer

                    cameraBuffer.Value.CameraPosition = camera.Position;
                    cameraBuffer.Update();

                    // Clear and draw

                    target.ClearAll();
                    vertexBuffer.DrawAll();

                    device.Present(true);
                });
            }
        }