public void TestCreateTexture2D()
        {
            var game = new DX11Game();

            game.InitDirectX();

            var tex = new Texture2D(game.Device, new Texture2DDescription
            {
                ArraySize         = 1,
                MipLevels         = 1,
                Format            = Format.B8G8R8A8_UNorm,
                Usage             = ResourceUsage.Dynamic,
                CpuAccessFlags    = CpuAccessFlags.Write,
                Width             = 2,
                Height            = 1,
                SampleDescription = new SampleDescription(1, 0),
                BindFlags         = BindFlags.ShaderResource
            });

            var box = game.Device.ImmediateContext.MapSubresource(tex, 0, 0, MapMode.WriteDiscard,
                                                                  SlimDX.Direct3D11.MapFlags.None);

            box.Data.Write(new byte[] { 0, 0, 255, 255 }, 0, 4);

            game.Device.ImmediateContext.UnmapSubresource(tex, 0);

            var view = new ShaderResourceView(game.Device, tex);

            game.GameLoopEvent += delegate
            {
                game.TextureRenderer.Draw(view, Vector2.Zero, new Vector2(100, 100));
            };
            game.Run();
        }
        public void TestRenderUsingGDI()
        {
            var game = new DX11Game();

            game.InitDirectX();

            // Create the DirectX11 texture2D.  This texture will be shared with the DirectX10
            // device.  The DirectX10 device will be used to render text onto this texture.  DirectX11
            // will then draw this texture (blended) onto the screen.
            // The KeyedMutex flag is required in order to share this resource.
            SlimDX.Direct3D11.Texture2D textureD3D11 = new Texture2D(game.Device, new Texture2DDescription
            {
                Width             = 100,
                Height            = 100,
                MipLevels         = 1,
                ArraySize         = 1,
                Format            = Format.B8G8R8A8_UNorm,
                SampleDescription = new SampleDescription(1, 0),
                Usage             = ResourceUsage.Default,
                BindFlags         = BindFlags.RenderTarget | BindFlags.ShaderResource,
                CpuAccessFlags    = CpuAccessFlags.None,
                OptionFlags       = ResourceOptionFlags.KeyedMutex
            });

            var surface  = textureD3D11.AsSurface();
            var surface1 = Surface1.FromPointer(surface.ComPointer);



            game.GameLoopEvent += delegate
            {
            };
        }
Exemple #3
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        public void TestDeleteMeshNoMemoryLeak()
        {
            var game = new DX11Game();

            game.InitDirectX();

            var renderer = new DeferredRenderer(game);
            var mesh     = UtilityMeshes.CreateBoxColored(new Color4(1, 0, 0), new Vector3(0.1f));

            DeferredMeshElement[] elements = new DeferredMeshElement[100];

            int i = 0;

            game.GameLoopEvent += delegate
            {
                elements[i]             = renderer.CreateMeshElement(mesh);
                elements[i].WorldMatrix =
                    Matrix.Translation((float)Math.Cos((float)i / elements.Length * MathHelper.TwoPi) * 5, 0,
                                       (float)Math.Sin((float)i / elements.Length * MathHelper.TwoPi) * 5);

                i = (i + 1) % elements.Length;
                //if (elements[i] != null) elements[i].Delete();

                renderer.Draw();
            };

            game.Run();
        }
        private DX11Game createGame()
        {
            var ret = new DX11Game();

            ret.InitDirectX();
            return(ret);
        }
Exemple #5
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        public void TestCombineFinalSSAO()
        {
            //TODO: add a way to show the specular in the alpha channel

            var game = new DX11Game();

            game.InitDirectX();

            var test = new DeferredTest.TestCombineFinalClass(game);

            var ssao = new HorizonSSAORenderer(game, 800, 600);


            game.GameLoopEvent += delegate
            {
                test.DrawUpdatedDeferredRendering();

                ssao.OnFrameRender(test.FilledGBuffer.GBuffer.DepthRV, test.FilledGBuffer.GBuffer.NormalRV);


                game.Device.ImmediateContext.ClearState();
                game.SetBackbuffer();

                test.DrawCombined(ssao.MSsaoBuffer.pSRV);

                //game.TextureRenderer.Draw(ssao.MSsaoBuffer.pSRV, new SlimDX.Vector2(0, 0),
                //                                                   new SlimDX.Vector2(800, 600));
            };

            game.Run();
        }
Exemple #6
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        public void TestRenderManyMeshes()
        {
            var game = new DX11Game();

            game.InitDirectX();

            var renderer = new DeferredRenderer(game);
            var mesh     = UtilityMeshes.CreateBoxColored(new Color4(1, 0, 0), new Vector3(0.1f));

            DeferredMeshElement[] elements = new DeferredMeshElement[100];

            for (int i = 0; i < elements.Length; i++)
            {
                elements[i]             = renderer.CreateMeshElement(mesh);
                elements[i].WorldMatrix =
                    Matrix.Translation((float)Math.Cos((float)i / elements.Length * MathHelper.TwoPi) * 5, 0,
                                       (float)Math.Sin((float)i / elements.Length * MathHelper.TwoPi) * 5);
            }


            game.GameLoopEvent += delegate
            {
                renderer.Draw();
            };

            game.Run();
        }
        public void TestCalculateIntersections()
        {
            var game = new DX11Game();

            game.InitDirectX();
            var size   = 64;
            var target = new GPUHermiteCalculator(game);

            var signsTex = target.CreateDensitySignsTexture(size);

            target.WriteHermiteSigns(size, new Vector3(), new Vector3(), "", signsTex);

            var intersectionsTex = target.CreateIntersectionsTexture(size);
            var normals1Tex      = target.CreateNormalsTexture(size);
            var normals2Tex      = target.CreateNormalsTexture(size);
            var normals3Tex      = target.CreateNormalsTexture(size);

            target.WriteHermiteIntersections(size, signsTex, intersectionsTex, normals1Tex, normals2Tex, normals3Tex);


            signsTex.SaveToImageSlices(game, TWDir.Test.CreateSubdirectory("DualContouring.GPU/Signs"));
            intersectionsTex.SaveToImageSlices(game, TWDir.Test.CreateSubdirectory("DualContouring.GPU/Intersections"));
            normals1Tex.SaveToImageSlices(game, TWDir.Test.CreateSubdirectory("DualContouring.GPU/Normals1"));
            normals2Tex.SaveToImageSlices(game, TWDir.Test.CreateSubdirectory("DualContouring.GPU/Normals2"));
            normals3Tex.SaveToImageSlices(game, TWDir.Test.CreateSubdirectory("DualContouring.GPU/Normals3"));
        }
        public void TestSpotLightRendererShadowing()
        {
            var game = new DX11Game();

            game.InitDirectX();
            var device  = game.Device;
            var context = device.ImmediateContext;

            var filledGBuffer = new TestFilledGBuffer(game, 800, 600);

            var light = new SpotLightRenderer(game, filledGBuffer.GBuffer);

            light.LightRadius *= 2;

            light.ShadowsEnabled = true;

            var toggle = false;



            game.GameLoopEvent += delegate
            {
                filledGBuffer.DrawUpdatedGBuffer();

                light.UpdateLightCamera();
                game.Camera = light.LightCamera;

                light.UpdateShadowMap(filledGBuffer.Draw);

                game.Camera = game.SpectaterCamera;


                game.SetBackbuffer();

                if (game.Keyboard.IsKeyPressed(Key.C))
                {
                    toggle = !toggle;
                }

                if (toggle)
                {
                    light.SpotDirection = game.SpectaterCamera.CameraDirection;
                    light.LightPosition = game.SpectaterCamera.CameraPosition;
                }

                if (game.Keyboard.IsKeyDown(Key.I))
                {
                    GBufferTest.DrawGBuffer(game, filledGBuffer.GBuffer);
                }
                else
                {
                    light.Draw();
                    game.TextureRenderer.Draw(light.ShadowMapRv, new Vector2(10, 10), new Vector2(300, 300));
                    game.LineManager3D.AddViewFrustum(light.LightCamera.ViewProjection,
                                                      new Color4(1, 0, 0));
                }
            };

            game.Run();
        }
        public void TestToneMap()
        {
            var game = new DX11Game();

            game.InitDirectX();
            var device  = game.Device;
            var context = device.ImmediateContext;


            var toneMap = new ToneMapRenderer(game);


            var hdrImage = Texture2D.FromFile(device, HdrImageDDS);

            var hdrImageRV = new ShaderResourceView(device, hdrImage);

            var avgLuminance = 1f;

            game.GameLoopEvent += delegate
            {
                if (game.Keyboard.IsKeyDown(Key.UpArrow))
                {
                    avgLuminance += game.Elapsed;
                }
                if (game.Keyboard.IsKeyDown(Key.DownArrow))
                {
                    avgLuminance -= game.Elapsed;
                }

                toneMap.DrawTonemapped(hdrImageRV, avgLuminance);
            };

            game.Run();
        }
Exemple #10
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        public void TestDirectX11Game()
        {
            var game = new DX11Game();

            game.InitDirectX();
            game.Run();
        }
Exemple #11
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        public void TestRenderText()
        {
            var game = new DX11Game();

            game.InitDirectX();

            var txt = new TextTexture(game, 100, 100);

            txt.DrawText("The Wizards", new Vector2(0, 0), new Color4(0.3f, 0.3f, 0.3f));

            txt.UpdateTexture();

            game.GameLoopEvent += delegate
            {
                txt.Clear();
                txt.DrawText("The Wizards", new Vector2(0, 0), new Color4(0.3f, 0.3f, 0.3f));

                txt.UpdateTexture();

                game.Device.ImmediateContext.OutputMerger.BlendState =
                    game.HelperStates.AlphaBlend;

                game.TextureRenderer.Draw(txt.GPUTexture.View, new Vector2(0, 0),
                                          new Vector2(100, 100));
            };

            game.Run();
        }
        public void TestPhysicsDebugRenderer()
        {
            var game = new DX11Game();

            game.InitDirectX();

            PhysicsEngine engine = new PhysicsEngine();

            engine.Initialize();

            var debugRenderer = new PhysicsDebugRenderer(game, engine.Scene);

            debugRenderer.Initialize();
            InitTestScene(engine.Scene);

            game.GameLoopEvent += delegate
            {
                engine.Update(game.Elapsed);

                debugRenderer.Render();
            };

            game.Run();

            engine.Dispose();
        }
        public void BasicBalTest()
        {
            Emitter  emit;
            DX11Game game = new DX11Game();

            game.InitDirectX();


            var texPool                 = new TexturePool(game);
            var testTexture             = GetTestTexture();
            BallParticleCreater creater = new BallParticleCreater();
            //SimpleParticleCreater creater = new SimpleParticleCreater();
            EmitterParameters param = new EmitterParameters();

            param.texture         = testTexture;
            param.particleCreater = creater;
            emit = new Emitter(texPool, game, param, 800, 600);//note: again screen size
            //game.Wpf.CreateClassForm(param);
            Seeder seed  = new Seeder(54);
            var    curve = Curve3D.CreateTestCurve();



            emit.Initialize();
            emit.InitializeRender();


            emit.CreateRenderData();
            emit.SetRenderData();
            emit.SetPosition(Vector3.Zero);
            float dist = 0;

            game.GameLoopEvent += delegate
            {
                // emit.setShader();
                emit.Update();
                if (dist > 100)
                {
                    dist = 0;
                }
                else
                {
                    dist += game.Elapsed * 1;
                }
                //emit.SetPosition(new Vector3(dist, 0, 0));
                Temp(dist, emit, curve);

                //Draw part

                //game.GraphicsDevice.Clear(Color.Black);
                game.Device.ImmediateContext.Rasterizer.State = game.HelperStates.RasterizerShowAll;
                emit.Render(game.SpectaterCamera.ViewProjection, game.SpectaterCamera.ViewInverse);
            };



            game.Run();
        }
Exemple #14
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        public void TestBasicShaderIncludeRoot()
        {
            BasicShader    shader = null;
            FullScreenQuad quad   = null;
            var            game   = new DX11Game();

            game.InitDirectX();

            var fi      = new FileInfo("../../Common.Core/Shaders/TestAutoReload.fx");
            var include = new FileInfo("../../Common.Core/Shaders/IncludeTest.fx");


            using (var fs = new StreamWriter(fi.OpenWrite()))
            {
                fs.WriteLine("float4 Color = float4(1,0,0,1);");
            }
            using (var fs = new StreamWriter(include.OpenWrite()))
            {
                fs.WriteLine("float4 Color2 = float4(0,0,0,1);");
            }

            shader = BasicShader.LoadAutoreload(game, fi);
            shader.SetTechnique("TestAutoReload");
            quad = new FullScreenQuad(game.Device);



            var inputLayout = FullScreenQuad.CreateInputLayout(game.Device, shader.GetCurrentPass(0));
            var time        = 0f;

            game.GameLoopEvent += delegate
            {
                shader.Apply();
                quad.Draw(inputLayout);

                if (time > 2 && time < 3)
                {
                    using (var fs = new StreamWriter(fi.OpenWrite()))
                    {
                        fs.WriteLine("float4 Color = float4(1,1,0,1);");
                        time = 5;
                    }
                }


                if (time > 6 && time < 7)
                {
                    using (var fs = new StreamWriter(include.OpenWrite()))
                    {
                        fs.WriteLine("float4 Color2 = float4(-1,0,0,1);");
                        time = 10;
                    }
                }

                time += game.Elapsed;
            };
            game.Run();
        }
        public void TestTexture3D()
        {
            var game = new DX11Game();

            game.InitDirectX();
            int size = 64;

            saveTest3DTexture(game, size, "X", generateData(size, (x, y, z) => x % 2 == 0));
            saveTest3DTexture(game, size, "Y", generateData(size, (x, y, z) => y % 2 == 0));
            saveTest3DTexture(game, size, "Z", generateData(size, (x, y, z) => z % 2 == 0));
            saveTest3DTexture(game, size, "Boundaries", generateDataBoxes(size));
        }
        public void FlameTest()
        {
            Emitter  emit;
            DX11Game game = new DX11Game();

            game.InitDirectX();
            FlameParticleCreater creater;
            //game.DrawFps = true;

            //var pool = new VertexDeclarationPool();
            //pool.SetVertexElements<Emitter.ParticleVertex>(Emitter.ParticleVertex.VertexElements);
            var texPool     = new TexturePool(game);
            var testTexture = GetTestTexture();

            creater = new FlameParticleCreater();
            EmitterParameters param = new EmitterParameters();

            param.EffectName      = "calculateFlame";
            param.texture         = testTexture;
            param.particleCreater = creater;
            emit = new Emitter(texPool, game, param, 800, 600);
            Seeder seed = new Seeder(54);

            var curve = Curve3D.CreateTestCurve();


            //texPool.Initialize(game);
            //pool.Initialize(game);

            emit.Initialize();
            emit.InitializeRender();


            emit.CreateRenderData();
            emit.SetRenderData();
            //emit.AddParticles(creater,1);

            float dist = 0;

            game.GameLoopEvent += delegate
            {
                dist += game.Elapsed;
                // emit.setShader();
                //Temp(dist, emit, curve);

                //setColors(emit);
                emit.Update();
                emit.Render(game.SpectaterCamera.ViewProjection, game.SpectaterCamera.ViewInverse);
            };

            game.Run();
        }
Exemple #17
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        public void TestHorizonSSAO()
        {
            var c = new OBJToRAMMeshConverter(new RAMTextureFactory());

            var mesh = DefaultMeshes.CreateMerchantsHouseMesh(c);

            var game = new DX11Game();

            game.InitDirectX();
            var context = game.Device.ImmediateContext;


            var texturePool = new TexturePool(game);

            var gBuffer = new GBuffer(game.Device, 800, 600);

            var renderer = new DeferredMeshesRenderer(game, gBuffer, texturePool);

            var ssao = new HorizonSSAORenderer(game, 800, 600);

            var el = renderer.AddMesh(mesh);

            el.WorldMatrix = SlimDX.Matrix.Translation(MathHelper.Right * 0 * 2 + SlimDX.Vector3.UnitZ * 0 * 2);


            game.GameLoopEvent += delegate
            {
                gBuffer.Clear();
                gBuffer.SetTargetsToOutputMerger();

                renderer.Draw();

                ssao.OnFrameRender(gBuffer.DepthRV, gBuffer.NormalRV);


                context.ClearState();
                game.SetBackbuffer();


                if (game.Keyboard.IsKeyDown(Key.I))
                {
                    GBufferTest.DrawGBuffer(game, gBuffer);
                }
                else
                {
                    game.TextureRenderer.Draw(ssao.MSsaoBuffer.pSRV, new SlimDX.Vector2(0, 0),
                                              new SlimDX.Vector2(800, 600));
                }
            };

            game.Run();
        }
        public void TestMeshRendererSimple()
        {
            var game = new DX11Game();

            game.InitDirectX();
            var context = game.Device.ImmediateContext;

            var mesh = RenderingTestsHelper.CreateSimpleTestMesh();

            var texturePool = new TexturePool(game);

            var gBuffer = new GBuffer(game.Device, 800, 600);

            var renderer = new DeferredMeshesRenderer(game, gBuffer, texturePool);


            DeferredMeshElement middle = null;

            for (int i = 0; i < 50; i++)
            {
                for (int j = 0; j < 50; j++)
                {
                    var el = renderer.AddMesh(mesh);
                    el.WorldMatrix = Matrix.Translation(MathHelper.Right * i * 2 + Vector3.UnitZ * j * 2);

                    if (i > 20 && i < 30 && j > 20 && j < 30)
                    {
                        el.Delete();
                    }
                }
            }

            game.GameLoopEvent += delegate
            {
                gBuffer.Clear();
                gBuffer.SetTargetsToOutputMerger();

                context.Rasterizer.State = game.HelperStates.RasterizerShowAll;

                renderer.Draw();

                context.ClearState();
                game.SetBackbuffer();

                GBufferTest.DrawGBuffer(game, gBuffer);
            };


            game.Run();
        }
        public void TestPointLightAccumulation()
        {
            //TODO: add a way to show the specular in the alpha channel

            var game = new DX11Game();

            game.InitDirectX();
            var device  = game.Device;
            var context = device.ImmediateContext;

            var filledGBuffer = new TestFilledGBuffer(game, 800, 600);

            var light = new PointLightRenderer(game, filledGBuffer.GBuffer);

            var toggle = false;

            game.GameLoopEvent += delegate
            {
                filledGBuffer.DrawUpdatedGBuffer();

                game.SetBackbuffer();

                if (game.Keyboard.IsKeyPressed(Key.C))
                {
                    toggle = !toggle;
                }

                if (toggle)
                {
                    light.LightPosition = game.SpectaterCamera.CameraPosition;
                }

                if (game.Keyboard.IsKeyDown(Key.I))
                {
                    GBufferTest.DrawGBuffer(game, filledGBuffer.GBuffer);
                }
                else
                {
                    light.Draw();
                }
            };

            game.Run();


            light.Dispose();
            filledGBuffer.Dispose();
        }
        public void TestDeferredMeshRendererRenderCity()
        {
            var c = new OBJToRAMMeshConverter(new RAMTextureFactory());


            var importer = new ObjImporter();

            importer.AddMaterialFileStream("Town001.mtl", new FileStream("../../bin/GameData/Core/Town/OBJ03/Town001.mtl", FileMode.Open));
            importer.ImportObjFile("../../bin/GameData/Core/Town/OBJ03/Town001.obj");

            var mesh = c.CreateMesh(importer);

            var game = new DX11Game();

            game.InitDirectX();
            var context = game.Device.ImmediateContext;


            var texturePool = new MHGameWork.TheWizards.Graphics.SlimDX.Rendering.Deferred.TexturePool(game);

            var gBuffer = new GBuffer(game.Device, 800, 600);

            var renderer = new DeferredMeshesRenderer(game, gBuffer, texturePool);



            var el = renderer.AddMesh(mesh);

            el.WorldMatrix = global::SlimDX.Matrix.Translation(MathHelper.Right * 0 * 2 + global::SlimDX.Vector3.UnitZ * 0 * 2);


            game.GameLoopEvent += delegate
            {
                gBuffer.Clear();
                gBuffer.SetTargetsToOutputMerger();

                renderer.Draw();

                context.ClearState();
                game.SetBackbuffer();

                GBufferTest.DrawGBuffer(game, gBuffer);
            };
            global::SlimDX.Configuration.EnableObjectTracking = false;

            game.Run();
        }
        public void TestDirectionalLightAccumulation()
        {
            //TODO: add a way to show the specular in the alpha channel

            var game = new DX11Game();

            game.InitDirectX();
            var device  = game.Device;
            var context = device.ImmediateContext;

            var filledGBuffer = new TestFilledGBuffer(game, 800, 600);

            var light = new DirectionalLightRenderer(game, filledGBuffer.GBuffer);

            game.GameLoopEvent += delegate
            {
                filledGBuffer.DrawUpdatedGBuffer();

                game.SetBackbuffer();

                if (game.Keyboard.IsKeyDown(Key.C))
                {
                    game.SpectaterCamera.Enabled = false;

                    var mat = Matrix.RotationY(game.Mouse.RelativeX * game.Elapsed * 5) * Matrix.RotationX(game.Mouse.RelativeY * game.Elapsed * 5);

                    light.LightDirection = Vector3.TransformNormal(light.LightDirection, mat);
                }
                else
                {
                    game.SpectaterCamera.Enabled = true;
                }

                if (game.Keyboard.IsKeyDown(Key.I))
                {
                    GBufferTest.DrawGBuffer(game, filledGBuffer.GBuffer);
                }
                else
                {
                    light.Draw();
                }
            };

            game.Run();
        }
Exemple #22
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        public void TestLineManager3DFrustum()
        {
            var game = new DX11Game();

            game.InitDirectX();

            var mat = game.SpectaterCamera.ViewProjection;

            game.GameLoopEvent += delegate
            {
                if (game.Keyboard.IsKeyDown(Key.K))
                {
                    mat = game.SpectaterCamera.ViewProjection;
                }
                game.LineManager3D.AddViewFrustum(mat, new Color4(1, 0, 0));
            };
            game.Run();
        }
        public void TestCalculateDensityGridSigns()
        {
            var game = new DX11Game();

            game.InitDirectX();
            var size    = 512;
            var offset  = new Vector3(0, 0, 0);
            var scaling = new Vector3(1, 1, 1);
            var density = "20-v.y";
            var target  = new GPUHermiteCalculator(game);

            var tex = target.CreateDensitySignsTexture(size);

            target.WriteHermiteSigns(size, offset, scaling, density, tex);


            tex.SaveToImageSlices(game, TWDir.Test.CreateSubdirectory("DualContouring.GPU/Signs"));
        }
        public void TestTextRendering()
        {
            var game = new DX11Game();

            game.InitDirectX();
            var wrapper = new DX11FontWrapper(game.Device);

            game.GameLoopEvent += delegate
            {
                wrapper.Draw("Welcome!", 128, 10, 10, new Color4(1, 0, 0));
                wrapper.Draw("Welcome!", 128, 10, 210, new Color4(0, 1, 0));
                wrapper.Draw("Welcome!", 128, 10, 410, new Color4(0, 0, 1));

                //TODO: game.MarkFrameBuffer();
            };

            game.Run();
        }
Exemple #25
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        public void TestGBuffer()
        {
            var game = new DX11Game();

            game.InitDirectX();

            var buffer = new GBuffer(game.Device, 300, 300);

            buffer.Clear();

            game.GameLoopEvent += delegate
            {
                ((Action) delegate { })();
                DrawGBuffer(game, buffer);
            };

            game.Run();
        }
Exemple #26
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        public void TestDeferredRendererLineElement()
        {
            var game = new DX11Game();

            game.InitDirectX();

            var renderer = new DeferredRenderer(game);

            var el = renderer.CreateLinesElement();

            el.Lines.AddBox(new BoundingBox(Vector3.Zero, MathHelper.One), new Color4(1, 0, 0));


            game.GameLoopEvent += delegate
            {
                renderer.Draw();
            };

            game.Run();
        }
        public void TestCombineFinalRenderer()
        {
            //TODO: add a way to show the specular in the alpha channel

            var game = new DX11Game();

            game.InitDirectX();

            var test = new TestCombineFinalClass(game);

            game.GameLoopEvent += delegate
            {
                test.DrawUpdatedDeferredRendering();

                game.Device.ImmediateContext.ClearState();
                game.SetBackbuffer();

                test.DrawCombined();
            };

            game.Run();
        }
        public void TestRenderText()
        {
            var game = new DX11Game();

            game.InitDirectX();

            var Sprite = new SpriteRenderer(game.Device);

            Sprite.ScreenSize = new SlimDX.Vector2(800, 600);


            var myTextBlockRenderer = new TextBlockRenderer(Sprite, "Arial", FontWeight.Bold, FontStyle.Normal, FontStretch.Normal, 12);



            game.GameLoopEvent += delegate
            {
                myTextBlockRenderer.DrawString("Hello Wizard", new SlimDX.Vector2(20, 20),
                                               new SlimDX.Color4(1, 1, 1));
                Sprite.Flush();
            };
        }
        public static void ShowVoxelGrid(VoxelGrid grid)
        {
            var game = new DX11Game();

            game.InitDirectX();
            var renderer = new DeferredRenderer(game);

            var light = renderer.CreateDirectionalLight();

            var ret = grid;

            IMesh voxelMesh = Voxelizer.CreateVoxelMesh(ret);

            var voxel = renderer.CreateMeshElement(voxelMesh);

            voxel.WorldMatrix = Matrix.Translation(0, 0, 0);

            game.GameLoopEvent += delegate
            {
                renderer.Draw();
            };
            game.Run();
        }
Exemple #30
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        public void TestDrawingToD3D11Conversion()
        {
            var bmp = createBitmap();

            var game = new DX11Game();

            game.InitDirectX();

            var tex = GPUTexture.CreateCPUWritable(game, bmp.Width, bmp.Height, Format.B8G8R8A8_UNorm);


            var convert = new DrawingToD3D11Conversion();

            convert.WriteBitmapToTexture(bmp, tex);



            game.GameLoopEvent += delegate
            {
                game.TextureRenderer.Draw(tex.View, Vector2.Zero, new Vector2(100, 100));
            };
            game.Run();
        }