static void Main() { if (!SharpDevice.IsDirectX11Supported()) { System.Windows.Forms.MessageBox.Show("DirectX11 Not Supported"); return; } int[] indices = new int[] { 0, 1, 2, 3, 4, 5 }; Vector3[] vertices = new Vector3[] { new Vector3(-50, 0, 50), new Vector3(50, 0, 50), new Vector3(50, 0, -50), new Vector3(-50, 0, 50), new Vector3(50, 0, -50), new Vector3(-50, 0, -50) }; //render form RenderForm form = new RenderForm(); form.Text = "Tutorial 11: Tesselation"; SharpFPS fpsCounter = new SharpFPS(); using (SharpDevice device = new SharpDevice(form)) { //Init mesh SharpMesh mesh = SharpMesh.Create <Vector3>(device, vertices, indices); //Init shader SharpShader shader = new SharpShader(device, "../../HLSL.txt", new SharpShaderDescription() { VertexShaderFunction = "VS", PixelShaderFunction = "PS", GeometryShaderFunction = "GS", HullShaderFunction = "HS", DomainShaderFunction = "DS" }, new InputElement[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), }); //create constant buffer Buffer11 buffer = shader.CreateBuffer <Data>(); fpsCounter.Reset(); //tessellation value int nFactor = 1; form.KeyDown += (sender, e) => { if (e.KeyCode == Keys.Up) { nFactor++; } if (e.KeyCode == Keys.Down && nFactor > 1) { nFactor--; } if (e.KeyCode == Keys.W) { device.SetWireframeRasterState(); } if (e.KeyCode == Keys.S) { device.SetDefaultRasterState(); } }; //main loop RenderLoop.Run(form, () => { //Resizing if (device.MustResize) { device.Resize(); } //clear color device.Clear(Color.CornflowerBlue); device.UpdateAllStates(); float ratio = (float)form.ClientRectangle.Width / (float)form.ClientRectangle.Height; Matrix projection = Matrix.PerspectiveFovLH(MathUtil.Pi / 3.0F, ratio, 1, 1000); Matrix view = Matrix.LookAtLH(new Vector3(0, 30, -80), new Vector3(), Vector3.UnitY); Matrix world = Matrix.RotationY(Environment.TickCount / 2000.0F); Matrix WVP = world * view * projection; device.UpdateData <Data>(buffer, new Data() { world = world, viewProj = view * projection, factor = new Vector4(nFactor, nFactor, 0, 0) }); device.DeviceContext.VertexShader.SetConstantBuffer(0, buffer); device.DeviceContext.PixelShader.SetConstantBuffer(0, buffer); device.DeviceContext.GeometryShader.SetConstantBuffer(0, buffer); device.DeviceContext.HullShader.SetConstantBuffer(0, buffer); device.DeviceContext.DomainShader.SetConstantBuffer(0, buffer); shader.Apply(); //draw mesh as patch mesh.DrawPatch(SharpDX.Direct3D.PrimitiveTopology.PatchListWith3ControlPoints); //remove unused shader shader.Clear(); //begin drawing text device.Font.Begin(); //draw string fpsCounter.Update(); device.Font.DrawString("FPS: " + fpsCounter.FPS, 0, 0); device.Font.DrawString("Tessellation Factor: " + nFactor, 0, 30); device.Font.DrawString("Press Up And Down to change Tessellation Factor,W and S to switch to wireframe ", 0, 60); //flush text to view device.Font.End(); //present device.Present(); }); //release resource mesh.Dispose(); buffer.Dispose(); shader.Dispose(); } }
static void Main() { if (!SharpDevice.IsDirectX11Supported()) { System.Windows.Forms.MessageBox.Show("DirectX11 Not Supported"); return; } int[] indices = new int[] { 0,1,2,3,4,5 }; Vector3[] vertices = new Vector3[]{ new Vector3(-50, 0, 50), new Vector3(50, 0, 50), new Vector3(50, 0, -50), new Vector3(-50, 0, 50), new Vector3(50, 0, -50), new Vector3(-50, 0, -50) }; //render form RenderForm form = new RenderForm(); form.Text = "Tutorial 11: Tesselation"; SharpFPS fpsCounter = new SharpFPS(); using (SharpDevice device = new SharpDevice(form)) { //Init mesh SharpMesh mesh = SharpMesh.Create<Vector3>(device, vertices, indices); //Init shader SharpShader shader = new SharpShader(device, "../../HLSL.txt", new SharpShaderDescription() { VertexShaderFunction = "VS", PixelShaderFunction = "PS", GeometryShaderFunction = "GS", HullShaderFunction = "HS", DomainShaderFunction = "DS" }, new InputElement[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), }); //create constant buffer Buffer11 buffer = shader.CreateBuffer<Data>(); fpsCounter.Reset(); //tessellation value int nFactor = 1; form.KeyDown += (sender, e) => { if (e.KeyCode == Keys.Up) nFactor++; if (e.KeyCode == Keys.Down && nFactor > 1) nFactor--; if (e.KeyCode == Keys.W) device.SetWireframeRasterState(); if (e.KeyCode == Keys.S) device.SetDefaultRasterState(); }; //main loop RenderLoop.Run(form, () => { //Resizing if (device.MustResize) { device.Resize(); } //clear color device.Clear(Color.CornflowerBlue); device.UpdateAllStates(); float ratio = (float)form.ClientRectangle.Width / (float)form.ClientRectangle.Height; Matrix projection = Matrix.PerspectiveFovLH(MathUtil.Pi / 3.0F, ratio, 1, 1000); Matrix view = Matrix.LookAtLH(new Vector3(0, 30, -80), new Vector3(), Vector3.UnitY); Matrix world = Matrix.RotationY(Environment.TickCount / 2000.0F); Matrix WVP = world * view * projection; device.UpdateData<Data>(buffer, new Data() { world = world, viewProj = view * projection, factor = new Vector4(nFactor, nFactor, 0, 0) }); device.DeviceContext.VertexShader.SetConstantBuffer(0, buffer); device.DeviceContext.PixelShader.SetConstantBuffer(0, buffer); device.DeviceContext.GeometryShader.SetConstantBuffer(0, buffer); device.DeviceContext.HullShader.SetConstantBuffer(0, buffer); device.DeviceContext.DomainShader.SetConstantBuffer(0, buffer); shader.Apply(); //draw mesh as patch mesh.DrawPatch(SharpDX.Direct3D.PrimitiveTopology.PatchListWith3ControlPoints); //remove unused shader shader.Clear(); //begin drawing text device.Font.Begin(); //draw string fpsCounter.Update(); device.Font.DrawString("FPS: " + fpsCounter.FPS, 0, 0); device.Font.DrawString("Tessellation Factor: " + nFactor, 0, 30); device.Font.DrawString("Press Up And Down to change Tessellation Factor,W and S to switch to wireframe ", 0, 60); //flush text to view device.Font.End(); //present device.Present(); }); //release resource mesh.Dispose(); buffer.Dispose(); shader.Dispose(); } }