Example #1
0
        public LatticeForm(MMDModel model, SharpDevice device)
        {
            InitializeComponent( );

            Lattice = new LatticeDef(model, new int[] { 4, 4, 4 });

            //foreach ( var item in Lattice.LatticeData )
            for (int i = 0; i < Lattice.LatticeData.Length; i++)
            {
                var          item      = Lattice.LatticeData[i];
                var          pos       = item.Value.Position;
                SharpMesh    mesh      = SharpMesh.CreateQuad(device, 0.1f, true);
                ModelInWorld rectModel = ModelInWorld.Create(mesh, pos.TransMat( ), "../../HLSL.txt");
                LatticePoint.Add(rectModel);
                rectModel.SetFaceFromSharpMesh("lattice" + i);
            }

            var lats = new[]
            {
                Lat0,
                Lat1,
                Lat2,
                Lat3,
                Lat4,
                Lat5,
                Lat6,
                Lat7,
                Lat8,
            };

            for (int i = 0; i < lats.Length; i++)
            {
#if true
                Lattice.LatticeString[i].BindTo(lats[i], x => x.Text, BindingMode.TwoWay,
                                                targetUpdateTrigger: ReactiveHelper.TextBoxChanged(lats[i]));
#endif
            }

            LatticePointControl = new DraggableAxis("axis/axisold.csv");
        }
Example #2
0
        static void Main()
        {
            if (!SharpDevice.IsDirectX11Supported())
            {
                System.Windows.Forms.MessageBox.Show("DirectX11 Not Supported");
                return;
            }

            //render form
            RenderForm form = new RenderForm();

            form.Text = "Tutorial 15: Toon Shading With Multiple Render Target";
            //frame rate counter
            SharpFPS fpsCounter = new SharpFPS();


            using (SharpDevice device = new SharpDevice(form))
            {
                //load font
                SharpBatch font = new SharpBatch(device, "textfont.dds");

                //load model from wavefront obj file
                SharpMesh dogMesh = SharpMesh.CreateFromObj(device, "../../../Models/dog/dog.obj");

                //quad
                SharpMesh quad = SharpMesh.CreateQuad(device);

                //init shader
                SharpShader firstPass = new SharpShader(device, "../../HLSL.txt",
                                                        new SharpShaderDescription()
                {
                    VertexShaderFunction = "VS", PixelShaderFunction = "PS"
                },
                                                        new InputElement[] {
                    new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0),
                    new InputElement("NORMAL", 0, Format.R32G32B32_Float, 12, 0),
                    new InputElement("TEXCOORD", 0, Format.R32G32_Float, 24, 0)
                });

                //second pass
                SharpShader secondPass = new SharpShader(device, "../../HLSL.txt",
                                                         new SharpShaderDescription()
                {
                    VertexShaderFunction = "VS_QUAD", PixelShaderFunction = "PS_QUAD"
                },
                                                         new InputElement[] {
                    new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0),
                });

                //render target
                SharpRenderTarget target = new SharpRenderTarget(device, form.ClientSize.Width, form.ClientSize.Height, Format.R8G8B8A8_UNorm);
                //render target
                SharpRenderTarget target2 = new SharpRenderTarget(device, form.ClientSize.Width, form.ClientSize.Height, Format.R8G8B8A8_UNorm);


                //toon texture
                ShaderResourceView bandTexture = ShaderResourceView.FromFile(device.Device, "../../../Models/band.bmp");

                //init constant buffer
                Buffer11 toonConstantBuffer = firstPass.CreateBuffer <ToonData>();

                //init frame counter
                fpsCounter.Reset();


                //main loop
                RenderLoop.Run(form, () =>
                {
                    //Resizing
                    if (device.MustResize)
                    {
                        device.Resize();

                        //render target
                        target.Dispose();
                        target = new SharpRenderTarget(device, form.ClientSize.Width, form.ClientSize.Height, Format.R8G8B8A8_UNorm);


                        //render target
                        target2.Dispose();
                        target2 = new SharpRenderTarget(device, form.ClientSize.Width, form.ClientSize.Height, Format.R8G8B8A8_UNorm);


                        font.Resize();
                    }

                    //apply states
                    device.UpdateAllStates();


                    //BEGIN RENDERING TO TEXTURE (MULTIPLE)

                    device.ApplyMultipleRenderTarget(target, target2);


                    target.Clear(Color.CornflowerBlue);
                    target2.Clear(Color.Black);


                    //set transformation matrix
                    float ratio       = (float)form.ClientRectangle.Width / (float)form.ClientRectangle.Height;
                    Matrix projection = Matrix.PerspectiveFovLH(3.14F / 3.0F, ratio, 1F, 1000.0F);

                    Vector3 from = new Vector3(0, 70, -150);
                    Vector3 to   = new Vector3(0, 50, 0);

                    Matrix view  = Matrix.LookAtLH(from, to, Vector3.UnitY);
                    Matrix world = Matrix.RotationY(Environment.TickCount / 2000.0F);

                    //light direction
                    Vector3 lightDirection = new Vector3(0.5f, 0, -1);
                    lightDirection.Normalize();


                    ToonData sceneInformation = new ToonData()
                    {
                        world = world,
                        worldViewProjection = world * view * projection,
                        lightDirection      = new Vector4(lightDirection, 1),
                        cameraPosition      = new Vector4(from, 1)
                    };


                    //apply shader
                    firstPass.Apply();

                    //set toon band texture
                    device.DeviceContext.PixelShader.SetShaderResource(1, bandTexture);

                    //write data inside constant buffer
                    device.UpdateData <ToonData>(toonConstantBuffer, sceneInformation);

                    //apply constant buffer to shader
                    device.DeviceContext.VertexShader.SetConstantBuffer(0, toonConstantBuffer);
                    device.DeviceContext.PixelShader.SetConstantBuffer(0, toonConstantBuffer);

                    //draw mesh
                    dogMesh.Begin();
                    for (int i = 0; i < dogMesh.SubSets.Count; i++)
                    {
                        device.DeviceContext.PixelShader.SetShaderResource(0, dogMesh.SubSets[i].DiffuseMap);
                        dogMesh.Draw(i);
                    }



                    //RENDERING TO DEVICE

                    //Set original targets
                    device.SetDefaultTargers();

                    //apply shader
                    secondPass.Apply();


                    //clear color
                    device.Clear(Color.Black);

                    secondPass.Apply();

                    //set target
                    device.DeviceContext.PixelShader.SetShaderResource(0, target.Resource);
                    device.DeviceContext.PixelShader.SetShaderResource(1, target2.Resource);

                    quad.Draw();


                    //begin drawing text
                    font.Begin();

                    //draw string
                    fpsCounter.Update();
                    font.DrawString("FPS: " + fpsCounter.FPS, 0, 0, Color.White);

                    //flush text to view
                    font.End();
                    //present
                    device.Present();
                });


                //release resource
                font.Dispose();
                dogMesh.Dispose();
                quad.Dispose();
                toonConstantBuffer.Dispose();
                firstPass.Dispose();
                secondPass.Dispose();
                bandTexture.Dispose();
                target.Dispose();
                target2.Dispose();
            }
        }