Exemple #1
0
        public static void Main(string[] args)
        {
            WindowCreateInfo windowCI = new WindowCreateInfo()
            {
                X           = 100, Y = 100,
                WindowWidth = 960, WindowHeight = 540,
                WindowTitle = "Veldrid TinyDemo",
            };
            RenderContextCreateInfo contextCI = new RenderContextCreateInfo();

            VeldridStartup.CreateWindowAndRenderContext(ref windowCI, ref contextCI, out var window, out RenderContext rc);

            VertexBuffer vb = rc.ResourceFactory.CreateVertexBuffer(Cube.Vertices, new VertexDescriptor(VertexPositionColor.SizeInBytes, 2), false);
            IndexBuffer  ib = rc.ResourceFactory.CreateIndexBuffer(Cube.Indices, false);

            string folder    = rc.BackendType == GraphicsBackend.Direct3D11 ? "HLSL" : "GLSL";
            string extension = rc.BackendType == GraphicsBackend.Direct3D11 ? "hlsl" : "glsl";

            VertexInputLayout inputLayout = rc.ResourceFactory.CreateInputLayout(new VertexInputDescription[]
            {
                new VertexInputDescription(
                    new VertexInputElement("Position", VertexSemanticType.Position, VertexElementFormat.Float3),
                    new VertexInputElement("Color", VertexSemanticType.Color, VertexElementFormat.Float4))
            });

            string vsPath = Path.Combine(AppContext.BaseDirectory, folder, $"vertex.{extension}");
            string fsPath = Path.Combine(AppContext.BaseDirectory, folder, $"fragment.{extension}");

            Shader vs = rc.ResourceFactory.CreateShader(ShaderStages.Vertex, File.ReadAllText(vsPath));
            Shader fs = rc.ResourceFactory.CreateShader(ShaderStages.Fragment, File.ReadAllText(fsPath));

            ShaderSet shaderSet = rc.ResourceFactory.CreateShaderSet(inputLayout, vs, fs);
            ShaderResourceBindingSlots bindingSlots = rc.ResourceFactory.CreateShaderResourceBindingSlots(
                shaderSet,
                new ShaderResourceDescription("ViewProjectionMatrix", ShaderConstantType.Matrix4x4));
            ConstantBuffer viewProjectionBuffer = rc.ResourceFactory.CreateConstantBuffer(ShaderConstantType.Matrix4x4);

            while (window.Exists)
            {
                InputSnapshot snapshot = window.PumpEvents();
                rc.ClearBuffer();

                rc.SetViewport(0, 0, window.Width, window.Height);
                float timeFactor = Environment.TickCount / 1000f;
                viewProjectionBuffer.SetData(
                    Matrix4x4.CreateLookAt(
                        new Vector3(2 * (float)Math.Sin(timeFactor), (float)Math.Sin(timeFactor), 2 * (float)Math.Cos(timeFactor)),
                        Vector3.Zero,
                        Vector3.UnitY)
                    * Matrix4x4.CreatePerspectiveFieldOfView(1.05f, (float)window.Width / window.Height, .5f, 10f));
                rc.SetVertexBuffer(0, vb);
                rc.IndexBuffer = ib;
                rc.ShaderSet   = shaderSet;
                rc.ShaderResourceBindingSlots = bindingSlots;
                rc.SetConstantBuffer(0, viewProjectionBuffer);
                rc.DrawIndexedPrimitives(Cube.Indices.Length);

                rc.SwapBuffers();
            }
        }
Exemple #2
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 public void Dispose()
 {
     if (VertexBuffer != null && !VertexBuffer.Disposed)
     {
         VertexBuffer.Dispose();
     }
     if (VertexInputLayout != null && !VertexInputLayout.Disposed)
     {
         VertexInputLayout.Dispose();
     }
     if (SpriteEffect != null && !SpriteEffect.Disposed)
     {
         SpriteEffect.Dispose();
     }
     if (SpriteTexture != null && !SpriteTexture.Disposed)
     {
         SpriteTexture.Dispose();
     }
     if (mapedBitmap != null)
     {
         mapedBitmap.Dispose();
     }
     if (mapedGraphic != null)
     {
         mapedGraphic.Dispose();
     }
 }
Exemple #3
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        protected override void LoadContent()
        {
            // Creates a basic effect
            basicEffect = ToDisposeContent(new BasicEffect(GraphicsDevice)
            {
                VertexColorEnabled = true,
                View       = Matrix.LookAtLH(new Vector3(0, 0, -5), new Vector3(0, 0, 0), Vector3.UnitY),
                Projection = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, (float)GraphicsDevice.BackBuffer.Width / GraphicsDevice.BackBuffer.Height, 0.1f, 100.0f),
                World      = Matrix.Identity
            });

            // Creates vertices for the cube
            vertices = ToDisposeContent(Buffer.Vertex.New(
                                            GraphicsDevice,
                                            new[]
            {
                new VertexPositionColor(new Vector3(-1.0f, -1.0f, -1.0f), Color.Orange),         // Front
                new VertexPositionColor(new Vector3(-1.0f, 1.0f, -1.0f), Color.Orange),
                new VertexPositionColor(new Vector3(1.0f, 1.0f, -1.0f), Color.Orange),
                new VertexPositionColor(new Vector3(-1.0f, -1.0f, -1.0f), Color.Orange),
                new VertexPositionColor(new Vector3(1.0f, 1.0f, -1.0f), Color.Orange),
                new VertexPositionColor(new Vector3(1.0f, -1.0f, -1.0f), Color.Orange),
                new VertexPositionColor(new Vector3(-1.0f, -1.0f, 1.0f), Color.Orange),         // BACK
                new VertexPositionColor(new Vector3(1.0f, 1.0f, 1.0f), Color.Orange),
                new VertexPositionColor(new Vector3(-1.0f, 1.0f, 1.0f), Color.Orange),
                new VertexPositionColor(new Vector3(-1.0f, -1.0f, 1.0f), Color.Orange),
                new VertexPositionColor(new Vector3(1.0f, -1.0f, 1.0f), Color.Orange),
                new VertexPositionColor(new Vector3(1.0f, 1.0f, 1.0f), Color.Orange),
                new VertexPositionColor(new Vector3(-1.0f, 1.0f, -1.0f), Color.OrangeRed),         // Top
                new VertexPositionColor(new Vector3(-1.0f, 1.0f, 1.0f), Color.OrangeRed),
                new VertexPositionColor(new Vector3(1.0f, 1.0f, 1.0f), Color.OrangeRed),
                new VertexPositionColor(new Vector3(-1.0f, 1.0f, -1.0f), Color.OrangeRed),
                new VertexPositionColor(new Vector3(1.0f, 1.0f, 1.0f), Color.OrangeRed),
                new VertexPositionColor(new Vector3(1.0f, 1.0f, -1.0f), Color.OrangeRed),
                new VertexPositionColor(new Vector3(-1.0f, -1.0f, -1.0f), Color.OrangeRed),         // Bottom
                new VertexPositionColor(new Vector3(1.0f, -1.0f, 1.0f), Color.OrangeRed),
                new VertexPositionColor(new Vector3(-1.0f, -1.0f, 1.0f), Color.OrangeRed),
                new VertexPositionColor(new Vector3(-1.0f, -1.0f, -1.0f), Color.OrangeRed),
                new VertexPositionColor(new Vector3(1.0f, -1.0f, -1.0f), Color.OrangeRed),
                new VertexPositionColor(new Vector3(1.0f, -1.0f, 1.0f), Color.OrangeRed),
                new VertexPositionColor(new Vector3(-1.0f, -1.0f, -1.0f), Color.DarkOrange),         // Left
                new VertexPositionColor(new Vector3(-1.0f, -1.0f, 1.0f), Color.DarkOrange),
                new VertexPositionColor(new Vector3(-1.0f, 1.0f, 1.0f), Color.DarkOrange),
                new VertexPositionColor(new Vector3(-1.0f, -1.0f, -1.0f), Color.DarkOrange),
                new VertexPositionColor(new Vector3(-1.0f, 1.0f, 1.0f), Color.DarkOrange),
                new VertexPositionColor(new Vector3(-1.0f, 1.0f, -1.0f), Color.DarkOrange),
                new VertexPositionColor(new Vector3(1.0f, -1.0f, -1.0f), Color.DarkOrange),         // Right
                new VertexPositionColor(new Vector3(1.0f, 1.0f, 1.0f), Color.DarkOrange),
                new VertexPositionColor(new Vector3(1.0f, -1.0f, 1.0f), Color.DarkOrange),
                new VertexPositionColor(new Vector3(1.0f, -1.0f, -1.0f), Color.DarkOrange),
                new VertexPositionColor(new Vector3(1.0f, 1.0f, -1.0f), Color.DarkOrange),
                new VertexPositionColor(new Vector3(1.0f, 1.0f, 1.0f), Color.DarkOrange),
            }));
            ToDisposeContent(vertices);

            // Create an input layout from the vertices
            inputLayout = VertexInputLayout.FromBuffer(0, vertices);

            base.LoadContent();
        }
Exemple #4
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 public MyModel(Project1Game game, VertexPositionColor[] shapeArray, String textureName)
 {
     this.vertices = Buffer.Vertex.New(game.GraphicsDevice, shapeArray);
     this.inputLayout = VertexInputLayout.New<VertexPositionColor>(0);
     vertexStride = Utilities.SizeOf<VertexPositionColor>();
     modelType = ModelType.Colored;
 }
Exemple #5
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 /// <summary>
 /// Creates a <see cref="ShaderSet"/> from the given vertex inputs and shaders.
 /// </summary>
 /// <param name="inputLayout">The device-specific vertex input layout of the vertex shader.</param>
 /// <param name="vertexShader">The vertex shader.</param>
 /// <param name="tessellationControlShader">The tessellation control shader.</param>
 /// <param name="tessellationEvaluationShader">The tessellation evaluation shader.</param>
 /// <param name="geometryShader">The geometry shader.</param>
 /// <param name="fragmentShader">The fragment shader.</param>
 /// <returns></returns>
 public abstract ShaderSet CreateShaderSet(
     VertexInputLayout inputLayout,
     Shader vertexShader,
     Shader tessellationControlShader,
     Shader tessellationEvaluationShader,
     Shader geometryShader,
     Shader fragmentShader);
Exemple #6
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 public D3DShaderSet(VertexInputLayout inputLayout, Shader vertexShader, Shader geometryShader, Shader fragmentShader)
 {
     InputLayout = (D3DVertexInputLayout)inputLayout;
     VertexShader = (D3DVertexShader)vertexShader;
     GeometryShader =(D3DGeometryShader)geometryShader;
     FragmentShader = (D3DFragmentShader)fragmentShader;
 }
        public static ShaderSet LoadSet(ResourceFactory factory, string setName, VertexInputLayout inputLayout)
        {
            Shader vertexShader   = LoadShader(factory, setName, ShaderStages.Vertex);
            Shader fragmentShader = LoadShader(factory, setName, ShaderStages.Fragment);

            return(factory.CreateShaderSet(inputLayout, vertexShader, fragmentShader));
        }
Exemple #8
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        public static Material CreateRegularPassMaterial(ResourceFactory factory)
        {
            Shader            vs          = factory.CreateShader(ShaderStages.Vertex, ShaderHelper.LoadShaderCode("shadow-vertex", ShaderStages.Vertex, factory));
            Shader            fs          = factory.CreateShader(ShaderStages.Fragment, ShaderHelper.LoadShaderCode("shadow-frag", ShaderStages.Fragment, factory));
            VertexInputLayout inputLayout = factory.CreateInputLayout(
                new VertexInputDescription(
                    32,
                    new VertexInputElement("in_position", VertexSemanticType.Position, VertexElementFormat.Float3),
                    new VertexInputElement("in_normal", VertexSemanticType.Normal, VertexElementFormat.Float3),
                    new VertexInputElement("in_texCoord", VertexSemanticType.TextureCoordinate, VertexElementFormat.Float2)));
            ShaderSet shaderSet = factory.CreateShaderSet(inputLayout, vs, fs);
            ShaderResourceBindingSlots constantSlots = factory.CreateShaderResourceBindingSlots(
                shaderSet,
                new ShaderResourceDescription("ProjectionMatrixBuffer", ShaderConstantType.Matrix4x4),
                new ShaderResourceDescription("ViewMatrixBuffer", ShaderConstantType.Matrix4x4),
                new ShaderResourceDescription("LightProjectionMatrixBuffer", ShaderConstantType.Matrix4x4),
                new ShaderResourceDescription("LightViewMatrixBuffer", ShaderConstantType.Matrix4x4),
                new ShaderResourceDescription("LightInfoBuffer", ShaderConstantType.Float4),
                new ShaderResourceDescription("WorldMatrixBuffer", ShaderConstantType.Matrix4x4),
                new ShaderResourceDescription("InverseTransposeWorldMatrixBuffer", ShaderConstantType.Matrix4x4),
                new ShaderResourceDescription("SurfaceTexture", ShaderResourceType.Texture),
                new ShaderResourceDescription("SurfaceTexture", ShaderResourceType.Sampler),
                new ShaderResourceDescription("ShadowMap", ShaderResourceType.Texture),
                new ShaderResourceDescription("ShadowMap", ShaderResourceType.Sampler));

            return(new Material(shaderSet, constantSlots));
        }
 public override void SetGeometry(IGraphicsContext context)
 {
     context.Device.SetVertexBuffer(0, VertexBuffer);
     context.Device.SetVertexBuffer(1, InstanceData);
     context.Device.SetVertexInputLayout(VertexInputLayout.FromBuffer(0, VertexBuffer));
     context.Device.SetVertexInputLayout(VertexInputLayout.FromBuffer(1, InstanceData));
 }
        public ParticleSystem(GraphicsDevice device, ContentManager content)
        {
            this.device = device;

            // Create vertex buffer used to spawn new particles
            this.particleStart = Buffer.Vertex.New<ParticleVertex>(device, MAX_NEW);

            // Create vertex buffers to use for updating and drawing the particles alternatively
            var vbFlags = BufferFlags.VertexBuffer | BufferFlags.StreamOutput;
            this.particleDrawFrom = Buffer.New<ParticleVertex>(device, MAX_PARTICLES, vbFlags);
            this.particleStreamTo = Buffer.New<ParticleVertex>(device, MAX_PARTICLES, vbFlags);

            this.layout = VertexInputLayout.FromBuffer(0, this.particleStreamTo);
            this.effect = content.Load<Effect>("ParticleEffect");
            this.texture = content.Load<Texture2D>("Dot");

            this.viewParameter = effect.Parameters["_view"];
            this.projParameter = effect.Parameters["_proj"];
            this.lookAtMatrixParameter = effect.Parameters["_lookAtMatrix"];
            this.elapsedSecondsParameter = effect.Parameters["_elapsedSeconds"];
            this.camDirParameter = effect.Parameters["_camDir"];
            this.gravityParameter = effect.Parameters["_gravity"];
            this.textureParameter = effect.Parameters["_texture"];
            this.samplerParameter = effect.Parameters["_sampler"];
            this.updatePass = effect.Techniques["UpdateTeq"].Passes[0];
            this.renderPass = effect.Techniques["RenderTeq"].Passes[0];
        }
Exemple #11
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        private void InitializeContextObjects(AssetDatabase ad, RenderContext rc)
        {
            ResourceFactory factory = rc.ResourceFactory;

            _vb = factory.CreateVertexBuffer(1024, true);
            _ib = factory.CreateIndexBuffer(1024, true);

            Shader            vs          = factory.CreateShader(ShaderStages.Vertex, ShaderHelper.LoadShaderCode("wireframe-vertex", ShaderStages.Vertex, rc.ResourceFactory));
            Shader            fs          = factory.CreateShader(ShaderStages.Fragment, ShaderHelper.LoadShaderCode("wireframe-frag", ShaderStages.Fragment, rc.ResourceFactory));
            VertexInputLayout inputLayout = factory.CreateInputLayout(
                new VertexInputElement("in_position", VertexSemanticType.Position, VertexElementFormat.Float3),
                new VertexInputElement("in_color", VertexSemanticType.Color, VertexElementFormat.Byte4));
            ShaderSet shaderSet            = factory.CreateShaderSet(inputLayout, vs, fs);
            ShaderResourceBindingSlots cbs = factory.CreateShaderResourceBindingSlots(
                shaderSet,
                new ShaderResourceDescription("ProjectionMatrixBuffer", ShaderConstantType.Matrix4x4),
                new ShaderResourceDescription("ViewMatrixBuffer", ShaderConstantType.Matrix4x4),
                new ShaderResourceDescription("WorldMatrixBuffer", ShaderConstantType.Matrix4x4));

            _material = new Material(shaderSet, cbs);

            _worldBuffer = factory.CreateConstantBuffer(ShaderConstantType.Matrix4x4);
            Matrix4x4 identity = Matrix4x4.Identity;

            _worldBuffer.SetData(ref identity, 64);

            _wireframeState = factory.CreateRasterizerState(FaceCullingMode.None, TriangleFillMode.Solid, true, true);
        }
Exemple #12
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        private Project1Game gameaccess;                //Access to public game functions

        public Landscape(Project1Game game, int degree)
        {
            this.degree    = degree;
            this.size      = (int)Math.Pow(2, this.degree) + 1;
            this.maxheight = this.size / 2;
            this.polycount = (int)Math.Pow(this.size - 1, 2) * 2;
            this.rngesus   = new Random();
            this.coords    = new float[size, size];

            //Generate the heightmap using DiamondSquare
            Generate(0, this.size, 0, size, maxheight, size / 2);
            //Generate the terrain model
            this.terrain = TerrainModel(this.coords);
            //Place terrain model into vertex buffer
            vertices = Buffer.Vertex.New(game.GraphicsDevice, TerrainModel(this.coords));

            basicEffect = new BasicEffect(game.GraphicsDevice)
            {
                VertexColorEnabled = true,
                LightingEnabled    = true,
                View       = Matrix.LookAtLH(new Vector3(0, 0, -5), new Vector3(0, 0, 0), Vector3.UnitY),
                Projection = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, (float)game.GraphicsDevice.BackBuffer.Width / game.GraphicsDevice.BackBuffer.Height, 0.1f, 1000.0f),
                World      = Matrix.Identity
            };

            inputLayout     = VertexInputLayout.FromBuffer(0, vertices);
            this.gameaccess = game;
            this.game       = game;
        }
Exemple #13
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        public ParticleSystem(GraphicsDevice device, ContentManager content)
        {
            this.device = device;

            // Create vertex buffer used to spawn new particles
            this.particleStart = Buffer.Vertex.New <ParticleVertex>(device, MAX_NEW);

            // Create vertex buffers to use for updating and drawing the particles alternatively
            var vbFlags = BufferFlags.VertexBuffer | BufferFlags.StreamOutput;

            this.particleDrawFrom = Buffer.New <ParticleVertex>(device, MAX_PARTICLES, vbFlags);
            this.particleStreamTo = Buffer.New <ParticleVertex>(device, MAX_PARTICLES, vbFlags);

            this.layout  = VertexInputLayout.FromBuffer(0, this.particleStreamTo);
            this.effect  = content.Load <Effect>("ParticleEffect");
            this.texture = content.Load <Texture2D>("Dot");

            this.viewParameter           = effect.Parameters["_view"];
            this.projParameter           = effect.Parameters["_proj"];
            this.lookAtMatrixParameter   = effect.Parameters["_lookAtMatrix"];
            this.elapsedSecondsParameter = effect.Parameters["_elapsedSeconds"];
            this.camDirParameter         = effect.Parameters["_camDir"];
            this.gravityParameter        = effect.Parameters["_gravity"];
            this.textureParameter        = effect.Parameters["_texture"];
            this.samplerParameter        = effect.Parameters["_sampler"];
            this.updatePass = effect.Techniques["UpdateTeq"].Passes[0];
            this.renderPass = effect.Techniques["RenderTeq"].Passes[0];
        }
Exemple #14
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        protected override void LoadContent()
        {
            //initialize the array of cubes
            Random random = new Random();

            for (int i = 0; i < cubes.Length; ++i)
            {
                cubes[i] = new Cube(random);
            }
            for (int i = 0; i < lights.Length; ++i)
            {
                lights[i] = new Light(random);
            }

            //Instantiate a SpriteBatch
            spriteBatch = ToDisposeContent(new SpriteBatch(GraphicsDevice));

            // Loads a sprite font
            // The [Arial16.xml] file is defined with the build action [ToolkitFont] in the project
            arial16Font = Content.Load <SpriteFont>("Arial16");

            skyEffect = Content.Load <Effect>("skybox");
            skyEffect.Parameters["SkyBoxTexture"].SetResource(Content.Load <TextureCube>("SkyBoxTexture"));
            basicEffect = new BasicEffect(GraphicsDevice);
            cubeEffect  = Content.Load <Effect>("point");

            //textures[0] = Content.Load<Texture2D>("gorko");
            //textures[1] = Content.Load<Texture2D>("hunsberger");
            //textures[2] = Content.Load<Texture2D>("kontostathis");
            //textures[3] = Content.Load<Texture2D>("mcdevitt");
            //textures[4] = Content.Load<Texture2D>("mustardo");
            //textures[5] = Content.Load<Texture2D>("young");


            vertices = new VertexPositionNormalTexture[4]
            {
                new VertexPositionNormalTexture(new Vector3(0, 1, 0), Vector3.UnitZ, new Vector2(0, 0)),
                new VertexPositionNormalTexture(new Vector3(1, 1, 0), Vector3.UnitZ, new Vector2(1, 0)),
                new VertexPositionNormalTexture(new Vector3(0, 0, 0), Vector3.UnitZ, new Vector2(0, 1)),
                new VertexPositionNormalTexture(new Vector3(1, 0, 0), Vector3.UnitZ, new Vector2(1, 1))
            };

            vertexBuffer = Buffer.New <VertexPositionNormalTexture>(GraphicsDevice, 4, BufferFlags.VertexBuffer);
            vertexBuffer.SetData <VertexPositionNormalTexture>(vertices);
            inputLayout = VertexInputLayout.New <VertexPositionNormalTexture>(0);

            short[] indices = new short[4] {
                0, 1, 2, 3
            };
            indexBuffer = Buffer.New <short>(GraphicsDevice, 4, BufferFlags.IndexBuffer);
            indexBuffer.SetData <short>(indices);

            primitive = ToDisposeContent(GeometricPrimitive.Cube.New(GraphicsDevice));
            Cube.LoadCube(GraphicsDevice, primitive);

            ballPrimitive = ToDisposeContent(GeometricPrimitive.Sphere.New(GraphicsDevice));

            base.LoadContent();
        }
Exemple #15
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 public MyModel(LabGame game, VertexPositionColor[] shapeArray, String textureName, float collisionRadius)
 {
     this.vertices = Buffer.Vertex.New(game.GraphicsDevice, shapeArray);
     this.inputLayout = VertexInputLayout.New<VertexPositionColor>(0);
     vertexStride = Utilities.SizeOf<VertexPositionColor>();
     modelType = ModelType.Colored;
     this.collisionRadius = collisionRadius;
 }
Exemple #16
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        public void Dispose()
        {
            D3D頂点バッファ?.Dispose();
            D3D頂点バッファ = null;

            VertexInputLayout?.Dispose();
            VertexInputLayout = null;
        }
Exemple #17
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 public SkyBox(GameCore core)
 {
     this.core    = core;
     this.effect  = this.core.ContentManager.Load <Effect>("Effects/Sky");
     this.texture = this.core.ContentManager.Load <TextureCube>("Textures/World/skyBox");
     SetUpVertices();
     SetUpIndices();
     this.vertexInputLayout = VertexInputLayout.FromBuffer(0, this.vertexBuffer);
 }
Exemple #18
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        public Cube(LabGame game)
        {
            rand = new Random();
            Vector3 frontNormal  = new Vector3(0.0f, 0.0f, -1.0f);
            Vector3 backNormal   = new Vector3(0.0f, 0.0f, 1.0f);
            Vector3 topNormal    = new Vector3(0.0f, 1.0f, 0.0f);
            Vector3 bottomNormal = new Vector3(0.0f, -1.0f, 0.0f);
            Vector3 leftNormal   = new Vector3(-1.0f, 0.0f, 0.0f);
            Vector3 rightNormal  = new Vector3(1.0f, 0.0f, 0.0f);

            vertices = Buffer.Vertex.New(
                game.GraphicsDevice,
                new[]
            {
                new VertexPositionNormalColor(new Vector3(-1.0f, -1.0f, -1.0f), frontNormal, Color.Orange),     // Front
                new VertexPositionNormalColor(new Vector3(-1.0f, 1.0f, -1.0f), frontNormal, Color.Orange),
                new VertexPositionNormalColor(new Vector3(1.0f, 1.0f, -1.0f), frontNormal, Color.Orange),
                new VertexPositionNormalColor(new Vector3(-1.0f, -1.0f, -1.0f), frontNormal, Color.Orange),
                new VertexPositionNormalColor(new Vector3(1.0f, 1.0f, -1.0f), frontNormal, Color.Orange),
                new VertexPositionNormalColor(new Vector3(1.0f, -1.0f, -1.0f), frontNormal, Color.Orange),
                new VertexPositionNormalColor(new Vector3(-1.0f, -1.0f, 1.0f), backNormal, Color.Orange),     // BACK
                new VertexPositionNormalColor(new Vector3(1.0f, 1.0f, 1.0f), backNormal, Color.Orange),
                new VertexPositionNormalColor(new Vector3(-1.0f, 1.0f, 1.0f), backNormal, Color.Orange),
                new VertexPositionNormalColor(new Vector3(-1.0f, -1.0f, 1.0f), backNormal, Color.Orange),
                new VertexPositionNormalColor(new Vector3(1.0f, -1.0f, 1.0f), backNormal, Color.Orange),
                new VertexPositionNormalColor(new Vector3(1.0f, 1.0f, 1.0f), backNormal, Color.Orange),
                new VertexPositionNormalColor(new Vector3(-1.0f, 1.0f, -1.0f), topNormal, Color.OrangeRed),     // Top
                new VertexPositionNormalColor(new Vector3(-1.0f, 1.0f, 1.0f), topNormal, Color.OrangeRed),
                new VertexPositionNormalColor(new Vector3(1.0f, 1.0f, 1.0f), topNormal, Color.OrangeRed),
                new VertexPositionNormalColor(new Vector3(-1.0f, 1.0f, -1.0f), topNormal, Color.OrangeRed),
                new VertexPositionNormalColor(new Vector3(1.0f, 1.0f, 1.0f), topNormal, Color.OrangeRed),
                new VertexPositionNormalColor(new Vector3(1.0f, 1.0f, -1.0f), topNormal, Color.OrangeRed),
                new VertexPositionNormalColor(new Vector3(-1.0f, -1.0f, -1.0f), bottomNormal, Color.OrangeRed),     // Bottom
                new VertexPositionNormalColor(new Vector3(1.0f, -1.0f, 1.0f), bottomNormal, Color.OrangeRed),
                new VertexPositionNormalColor(new Vector3(-1.0f, -1.0f, 1.0f), bottomNormal, Color.OrangeRed),
                new VertexPositionNormalColor(new Vector3(-1.0f, -1.0f, -1.0f), bottomNormal, Color.OrangeRed),
                new VertexPositionNormalColor(new Vector3(1.0f, -1.0f, -1.0f), bottomNormal, Color.OrangeRed),
                new VertexPositionNormalColor(new Vector3(1.0f, -1.0f, 1.0f), bottomNormal, Color.OrangeRed),
                new VertexPositionNormalColor(new Vector3(-1.0f, -1.0f, -1.0f), leftNormal, Color.DarkOrange),     // Left
                new VertexPositionNormalColor(new Vector3(-1.0f, -1.0f, 1.0f), leftNormal, Color.DarkOrange),
                new VertexPositionNormalColor(new Vector3(-1.0f, 1.0f, 1.0f), leftNormal, Color.DarkOrange),
                new VertexPositionNormalColor(new Vector3(-1.0f, -1.0f, -1.0f), leftNormal, Color.DarkOrange),
                new VertexPositionNormalColor(new Vector3(-1.0f, 1.0f, 1.0f), leftNormal, Color.DarkOrange),
                new VertexPositionNormalColor(new Vector3(-1.0f, 1.0f, -1.0f), leftNormal, Color.DarkOrange),
                new VertexPositionNormalColor(new Vector3(1.0f, -1.0f, -1.0f), rightNormal, Color.DarkOrange),     // Right
                new VertexPositionNormalColor(new Vector3(1.0f, 1.0f, 1.0f), rightNormal, Color.DarkOrange),
                new VertexPositionNormalColor(new Vector3(1.0f, -1.0f, 1.0f), rightNormal, Color.DarkOrange),
                new VertexPositionNormalColor(new Vector3(1.0f, -1.0f, -1.0f), rightNormal, Color.DarkOrange),
                new VertexPositionNormalColor(new Vector3(1.0f, 1.0f, -1.0f), rightNormal, Color.DarkOrange),
                new VertexPositionNormalColor(new Vector3(1.0f, 1.0f, 1.0f), rightNormal, Color.DarkOrange),
            });

            effect = game.Content.Load <Effect>("myShader");

            inputLayout = VertexInputLayout.FromBuffer(0, vertices);
            this.game   = game;
        }
 public override ShaderSet CreateShaderSet(VertexInputLayout inputLayout, Shader vertexShader, Shader geometryShader, Shader fragmentShader)
 {
     return(new OpenGLShaderSet(
                (OpenGLVertexInputLayout)inputLayout,
                (OpenGLShader)vertexShader,
                null,
                null,
                (OpenGLShader)geometryShader,
                (OpenGLShader)fragmentShader));
 }
Exemple #20
0
        public Cube(Lab4Game game)
        {
            vertices = Buffer.Vertex.New(
                game.GraphicsDevice,
                new[]
            {
                new VertexPositionColor(new Vector3(-1.0f, -1.0f, -1.0f), Color.Orange),         // Front
                new VertexPositionColor(new Vector3(-1.0f, 1.0f, -1.0f), Color.Orange),
                new VertexPositionColor(new Vector3(1.0f, 1.0f, -1.0f), Color.Orange),
                new VertexPositionColor(new Vector3(-1.0f, -1.0f, -1.0f), Color.Orange),
                new VertexPositionColor(new Vector3(1.0f, 1.0f, -1.0f), Color.Orange),
                new VertexPositionColor(new Vector3(1.0f, -1.0f, -1.0f), Color.Orange),
                new VertexPositionColor(new Vector3(-1.0f, -1.0f, 1.0f), Color.Orange),         // BACK
                new VertexPositionColor(new Vector3(1.0f, 1.0f, 1.0f), Color.Orange),
                new VertexPositionColor(new Vector3(-1.0f, 1.0f, 1.0f), Color.Orange),
                new VertexPositionColor(new Vector3(-1.0f, -1.0f, 1.0f), Color.Orange),
                new VertexPositionColor(new Vector3(1.0f, -1.0f, 1.0f), Color.Orange),
                new VertexPositionColor(new Vector3(1.0f, 1.0f, 1.0f), Color.Orange),
                new VertexPositionColor(new Vector3(-1.0f, 1.0f, -1.0f), Color.OrangeRed),         // Top
                new VertexPositionColor(new Vector3(-1.0f, 1.0f, 1.0f), Color.OrangeRed),
                new VertexPositionColor(new Vector3(1.0f, 1.0f, 1.0f), Color.OrangeRed),
                new VertexPositionColor(new Vector3(-1.0f, 1.0f, -1.0f), Color.OrangeRed),
                new VertexPositionColor(new Vector3(1.0f, 1.0f, 1.0f), Color.OrangeRed),
                new VertexPositionColor(new Vector3(1.0f, 1.0f, -1.0f), Color.OrangeRed),
                new VertexPositionColor(new Vector3(-1.0f, -1.0f, -1.0f), Color.OrangeRed),         // Bottom
                new VertexPositionColor(new Vector3(1.0f, -1.0f, 1.0f), Color.OrangeRed),
                new VertexPositionColor(new Vector3(-1.0f, -1.0f, 1.0f), Color.OrangeRed),
                new VertexPositionColor(new Vector3(-1.0f, -1.0f, -1.0f), Color.OrangeRed),
                new VertexPositionColor(new Vector3(1.0f, -1.0f, -1.0f), Color.OrangeRed),
                new VertexPositionColor(new Vector3(1.0f, -1.0f, 1.0f), Color.OrangeRed),
                new VertexPositionColor(new Vector3(-1.0f, -1.0f, -1.0f), Color.DarkOrange),         // Left
                new VertexPositionColor(new Vector3(-1.0f, -1.0f, 1.0f), Color.DarkOrange),
                new VertexPositionColor(new Vector3(-1.0f, 1.0f, 1.0f), Color.DarkOrange),
                new VertexPositionColor(new Vector3(-1.0f, -1.0f, -1.0f), Color.DarkOrange),
                new VertexPositionColor(new Vector3(-1.0f, 1.0f, 1.0f), Color.DarkOrange),
                new VertexPositionColor(new Vector3(-1.0f, 1.0f, -1.0f), Color.DarkOrange),
                new VertexPositionColor(new Vector3(1.0f, -1.0f, -1.0f), Color.DarkOrange),         // Right
                new VertexPositionColor(new Vector3(1.0f, 1.0f, 1.0f), Color.DarkOrange),
                new VertexPositionColor(new Vector3(1.0f, -1.0f, 1.0f), Color.DarkOrange),
                new VertexPositionColor(new Vector3(1.0f, -1.0f, -1.0f), Color.DarkOrange),
                new VertexPositionColor(new Vector3(1.0f, 1.0f, -1.0f), Color.DarkOrange),
                new VertexPositionColor(new Vector3(1.0f, 1.0f, 1.0f), Color.DarkOrange),
            });

            basicEffect = new BasicEffect(game.GraphicsDevice)
            {
                VertexColorEnabled = true,
                View       = Matrix.LookAtLH(new Vector3(0, 0, -10), new Vector3(0, 0, 0), Vector3.UnitY),
                Projection = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, (float)game.GraphicsDevice.BackBuffer.Width / game.GraphicsDevice.BackBuffer.Height, 0.1f, 100.0f),
                World      = Matrix.Identity
            };

            inputLayout = VertexInputLayout.FromBuffer(0, vertices);
            this.game   = game;
        }
        void LoadContent()
        {
            m_basicEffect = ToDispose(new BasicEffect(this.GraphicsDevice));

            m_basicEffect.VertexColorEnabled = true;
            m_basicEffect.LightingEnabled    = false;

            m_plane = ToDispose(GeometricPrimitive.Plane.New(this.GraphicsDevice, 2, 2, 1, true));

            m_buffer = ToDispose(Buffer <VertexPositionColor> .Vertex.New(this.GraphicsDevice, m_vertices));
            m_layout = VertexInputLayout.FromBuffer(0, m_buffer);
        }
        public void GetOrCreate(VertexInputLayout layout, out InputLayoutPair currentPassPreviousPair)
        {
            lock (Cache)
            {
                if (!Cache.TryGetValue(layout, out currentPassPreviousPair))
                {

                    currentPassPreviousPair = new InputLayoutPair(layout, ToDispose(new InputLayout(device, Bytecode, layout.InputElements)));
                    Cache.Add(layout, currentPassPreviousPair);
                }
            }
        }
Exemple #23
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        public unsafe void ChangeRenderContext(AssetDatabase ad, RenderContext rc)
        {
            var factory = rc.ResourceFactory;

            _vb = factory.CreateVertexBuffer(s_vertices.Length * VertexPosition.SizeInBytes, false);
            _vb.SetVertexData(s_vertices, new VertexDescriptor(VertexPosition.SizeInBytes, 1, IntPtr.Zero));

            _ib = factory.CreateIndexBuffer(s_indices.Length * sizeof(int), false);
            _ib.SetIndices(s_indices);

            Shader            vs          = factory.CreateShader(ShaderStages.Vertex, ShaderHelper.LoadShaderCode("skybox-vertex", ShaderStages.Vertex, rc.ResourceFactory));
            Shader            fs          = factory.CreateShader(ShaderStages.Fragment, ShaderHelper.LoadShaderCode("skybox-frag", ShaderStages.Fragment, rc.ResourceFactory));
            VertexInputLayout inputLayout = factory.CreateInputLayout(
                new VertexInputDescription(
                    12,
                    new VertexInputElement("position", VertexSemanticType.Position, VertexElementFormat.Float3)));
            ShaderSet shaderSet = factory.CreateShaderSet(inputLayout, vs, fs);
            ShaderResourceBindingSlots constantSlots = factory.CreateShaderResourceBindingSlots(
                shaderSet,
                new ShaderResourceDescription("ProjectionMatrixBuffer", ShaderConstantType.Matrix4x4),
                new ShaderResourceDescription("ViewMatrixBuffer", ShaderConstantType.Matrix4x4),
                new ShaderResourceDescription("Skybox", ShaderResourceType.Texture),
                new ShaderResourceDescription("Skybox", ShaderResourceType.Sampler));

            _material         = new Material(shaderSet, constantSlots);
            _viewMatrixBuffer = factory.CreateConstantBuffer(ShaderConstantType.Matrix4x4);

            fixed(Rgba32 *frontPin = &_front.ISImage.DangerousGetPinnableReferenceToPixelBuffer())
            fixed(Rgba32 * backPin   = &_back.ISImage.DangerousGetPinnableReferenceToPixelBuffer())
            fixed(Rgba32 * leftPin   = &_left.ISImage.DangerousGetPinnableReferenceToPixelBuffer())
            fixed(Rgba32 * rightPin  = &_right.ISImage.DangerousGetPinnableReferenceToPixelBuffer())
            fixed(Rgba32 * topPin    = &_top.ISImage.DangerousGetPinnableReferenceToPixelBuffer())
            fixed(Rgba32 * bottomPin = &_bottom.ISImage.DangerousGetPinnableReferenceToPixelBuffer())
            {
                var cubemapTexture = factory.CreateCubemapTexture(
                    (IntPtr)frontPin,
                    (IntPtr)backPin,
                    (IntPtr)leftPin,
                    (IntPtr)rightPin,
                    (IntPtr)topPin,
                    (IntPtr)bottomPin,
                    _front.Width,
                    _front.Height,
                    _front.PixelSizeInBytes,
                    _front.Format);

                _cubemapBinding = factory.CreateShaderTextureBinding(cubemapTexture);
            }

            _rasterizerState = factory.CreateRasterizerState(FaceCullingMode.None, TriangleFillMode.Solid, false, false);

            _viewProvider = new DependantDataProvider <Matrix4x4>(SharedDataProviders.GetProvider <Matrix4x4>("ViewMatrix"), Utilities.ConvertToMatrix3x3);
        }
Exemple #24
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        private void InitializeContextObjects(AssetDatabase ad, RenderContext rc)
        {
            ResourceFactory factory = rc.ResourceFactory;
            MeshData        sphere  = ad.LoadAsset <ObjFile>(new AssetID("Models/Sphere.obj")).GetFirstMesh();

            Vector3[] spherePositions = sphere.GetVertexPositions();
            _sphereGeometryVB = factory.CreateVertexBuffer(spherePositions.Length * 12, false);
            _sphereGeometryVB.SetVertexData(spherePositions, new VertexDescriptor(12, 1));
            _ib = sphere.CreateIndexBuffer(factory, out _indexCount);

            Random r     = new Random();
            int    width = InstanceRows;

            InstanceData[] instanceData = new InstanceData[width * width * width];
            for (int z = 0; z < width; z++)
            {
                for (int y = 0; y < width; y++)
                {
                    for (int x = 0; x < width; x++)
                    {
                        instanceData[z * width * width + y * width + x] = new InstanceData(
                            new Vector3(x * 10, y * 10, z * 10),
                            new RgbaFloat((float)r.NextDouble(), (float)r.NextDouble(), (float)r.NextDouble(), (float)r.NextDouble()));
                    }
                }
            }

            _instanceVB = factory.CreateVertexBuffer(instanceData.Length * InstanceData.SizeInBytes, false);
            _instanceVB.SetVertexData(instanceData, new VertexDescriptor(InstanceData.SizeInBytes, 2, 0, IntPtr.Zero));

            Shader            vs          = factory.CreateShader(ShaderStages.Vertex, ShaderHelper.LoadShaderCode("instanced-simple-vertex", ShaderStages.Vertex, rc.ResourceFactory));
            Shader            fs          = factory.CreateShader(ShaderStages.Fragment, ShaderHelper.LoadShaderCode("instanced-simple-frag", ShaderStages.Fragment, rc.ResourceFactory));
            VertexInputLayout inputLayout = factory.CreateInputLayout(
                new VertexInputDescription(VertexPosition.SizeInBytes, new VertexInputElement("in_position", VertexSemanticType.Position, VertexElementFormat.Float3)),
                new VertexInputDescription(
                    InstanceData.SizeInBytes,
                    new VertexInputElement("in_offset", VertexSemanticType.TextureCoordinate, VertexElementFormat.Float3, VertexElementInputClass.PerInstance, 1),
                    new VertexInputElement("in_color", VertexSemanticType.Color, VertexElementFormat.Float4, VertexElementInputClass.PerInstance, 1)));
            ShaderSet shaderSet = factory.CreateShaderSet(inputLayout, vs, fs);
            ShaderResourceBindingSlots constantBindings = factory.CreateShaderResourceBindingSlots(
                shaderSet,
                new ShaderResourceDescription("ProjectionMatrixBuffer", ShaderConstantType.Matrix4x4),
                new ShaderResourceDescription("ViewMatrixBuffer", ShaderConstantType.Matrix4x4),
                new ShaderResourceDescription("WorldMatrixBuffer", ShaderConstantType.Matrix4x4));

            _material    = new Material(shaderSet, constantBindings);
            _worldBuffer = factory.CreateConstantBuffer(ShaderConstantType.Matrix4x4);
            Matrix4x4 identity = Matrix4x4.Identity;

            _worldBuffer.SetData(ref identity, 64);
        }
Exemple #25
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        public void RenderDirectionalLight(DirectionalLight light)
        {
            // set gbuffer targets as texture inputs
            this.SetAsShaderInput(gbufferEffect);

            // set light cbuffer parameters
            gbufferEffect.Parameters["dLightDirection"].SetValue(light.Direction);
            gbufferEffect.Parameters["dLightColor"].SetValue(light.Color);

            context.Device.SetVertexBuffer(lightVb);
            context.Device.SetVertexInputLayout(VertexInputLayout.FromBuffer(0, lightVb));
            gbufferEffect.Techniques["DirectionalLight"].Passes[0].Apply();
            context.Device.Draw(PrimitiveType.TriangleList, 6);
        }
Exemple #26
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        /// <summary>
        /// Generates the complete grass field.
        /// </summary>
        private void GenerateField(int numberOfPatchRows = 50, int numberOfRootsInPatch = 70)
        {
            this.NumberOfPatchRows    = numberOfPatchRows;
            this.NumberOfRootsInPatch = numberOfRootsInPatch;

            if (this.terrainSize > 1000)
            {
                this.NumberOfPatchRows = 160;
            }
            else if (this.terrainSize > 500)
            {
                this.NumberOfPatchRows = 190;
            }
            else
            {
                this.NumberOfPatchRows = 75;
            }

            this.NumberOfPatches = this.NumberOfPatchRows * this.NumberOfPatchRows;
            this.NumberOfRoots   = this.NumberOfPatches * this.NumberOfRootsInPatch;

            this.vertices = new VertexPositionNormalTexture[this.NumberOfRoots];

            Random rnd           = new Random();
            int    currentVertex = 0;

            Vector3 startPosition = new Vector3(0, 0, 0);
            Vector3 patchSize     = new Vector3(terrainSize / this.NumberOfPatchRows, 0, terrainSize / this.NumberOfPatchRows);

            // Generate grid of patches
            for (int x = 0; x < this.NumberOfPatchRows; x++)
            {
                for (int y = 0; y < this.NumberOfPatchRows; y++)
                {
                    Vector3 _centerPos = new Vector3(startPosition.X + patchSize.X / 2, heightData[(int)(startPosition.X + patchSize.X / 2), (int)(startPosition.Z + patchSize.Z / 2)], startPosition.Z + patchSize.Z / 2);
                    boundingDict[x * this.NumberOfPatchRows + y] = new BoundingSphere(_centerPos, BOUNDING_RADUIS);

                    currentVertex    = this.GeneratePatch(startPosition, patchSize, currentVertex, rnd);
                    startPosition.X += patchSize.X;
                }

                startPosition.X  = 0;
                startPosition.Z += patchSize.Z;
            }

            this.vertexBuffer      = Buffer.Vertex.New(this.core.GraphicsDevice, this.vertices);
            this.vertexInputLayout = VertexInputLayout.FromBuffer(0, this.vertexBuffer);

            this.InitializeWind();
        }
Exemple #27
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        public Material GetMaterial(
            RenderContext rc,
            string vertexShaderName,
            string geometryShaderName,
            string fragmentShaderName,
            MaterialVertexInput vertexInputs,
            MaterialInputs <MaterialGlobalInputElement> globalInputs,
            MaterialInputs <MaterialPerObjectInputElement> perObjectInputs,
            MaterialTextureInputs textureInputs)
        {
            MaterialKey key = new MaterialKey()
            {
                VertexShaderName   = vertexShaderName,
                FragmentShaderName = fragmentShaderName,
                GeometryShaderName = geometryShaderName,
                VertexInputs       = vertexInputs,
                GlobalInputs       = globalInputs
            };

            Material m;

            if (!_materials.TryGetValue(key, out m))
            {
                Shader            vs          = _factory.CreateShader(ShaderType.Vertex, vertexShaderName);
                Shader            fs          = _factory.CreateShader(ShaderType.Fragment, fragmentShaderName);
                VertexInputLayout inputLayout = _factory.CreateInputLayout(vs, vertexInputs);

                ShaderSet shaderSet;
                if (geometryShaderName != null)
                {
                    Shader gs = _factory.CreateShader(ShaderType.Geometry, geometryShaderName);
                    shaderSet = _factory.CreateShaderSet(inputLayout, vs, gs, fs);
                }
                else
                {
                    shaderSet = _factory.CreateShaderSet(inputLayout, vs, fs);
                }

                ShaderConstantBindings    constantBindings = _factory.CreateShaderConstantBindings(rc, shaderSet, globalInputs, perObjectInputs);
                ShaderTextureBindingSlots textureSlots     = _factory.CreateShaderTextureBindingSlots(shaderSet, textureInputs);
                m = new Material(rc, shaderSet, constantBindings, textureSlots, _factory.CreateDefaultTextureBindingInfos(rc, textureInputs));

                if (!_materials.TryAdd(key, m))
                {
                    return(_materials[key]);
                }
            }

            return(m);
        }
Exemple #28
0
        public Terrain(GameCore core)
        {
            this.core      = core;
            this.effect    = this.core.ContentManager.Load <Effect>("Effects/Terrain");
            this.texture   = this.core.ContentManager.Load <Texture2D>("Textures/Terrain/dirt");
            this.heightMap = this.core.ContentManager.Load <Texture2D>("Textures/Terrain/heightMap512");
            nIndices       = (this.heightMap.Width - 1) * (this.heightMap.Height - 1) * 6;

            LoadHeightData(this.heightMap);
            SetUpVertices();
            SetUpIndices();
            GenerateNormals();

            this.vertexInputLayout = VertexInputLayout.FromBuffer(0, this.vertexBuffer);
        }
 public D3DShaderSet(
     VertexInputLayout inputLayout,
     Shader vertexShader,
     Shader tessellationControlShader,
     Shader tessellationEvaluationShader,
     Shader geometryShader,
     Shader fragmentShader)
 {
     InputLayout  = (D3DVertexInputLayout)inputLayout;
     VertexShader = (D3DVertexShader)vertexShader;
     TessellationControlShader    = (D3DTessellationControlShader)tessellationControlShader;
     TessellationEvaluationShader = (D3DTessellationEvaluationShader)tessellationEvaluationShader;
     GeometryShader = (D3DGeometryShader)geometryShader;
     FragmentShader = (D3DFragmentShader)fragmentShader;
 }
Exemple #30
0
 public void Dispose()
 {
     if (BatchDisposing != null)
     {
         BatchDisposing(this, new EventArgs());
     }
     if (TextureD3D10 != null && !TextureD3D10.Disposed)
     {
         TextureD3D10.Dispose();
     }
     if (TextureD3D11 != null && !TextureD3D11.Disposed)
     {
         TextureD3D11.Dispose();
     }
     if (MutexD3D10 != null && !MutexD3D10.Disposed)
     {
         MutexD3D10.Dispose();
     }
     if (MutexD3D11 != null && !MutexD3D11.Disposed)
     {
         MutexD3D11.Dispose();
     }
     if (DWRenderTarget != null && !DWRenderTarget.Disposed)
     {
         DWRenderTarget.Dispose();
     }
     if (VertexBuffer != null && !VertexBuffer.Disposed)
     {
         VertexBuffer.Dispose();
     }
     if (VertexInputLayout != null && !VertexInputLayout.Disposed)
     {
         VertexInputLayout.Dispose();
     }
     if (SpriteEffect != null && !SpriteEffect.Disposed)
     {
         SpriteEffect.Dispose();
     }
     if (sampler != null && !sampler.Disposed)
     {
         sampler.Dispose();
     }
     //以下の二つはRenderContextがDisposeされるときに呼ばれないとバグが出る。(画面真っ黒)
     //これは同じ種類のブレンドステートがDisposeされてしまうからだと予測できる。
     //このため、Dispose予定リストに含めておき、RenderContextの破棄時に処理をする
     context.Disposables.Add(TransParentBlendState);
     context.Disposables.Add(state);
 }
 public override ShaderSet CreateShaderSet(
     VertexInputLayout inputLayout,
     Shader vertexShader,
     Shader tessellationControlShader,
     Shader tessellationEvaluationShader,
     Shader geometryShader,
     Shader fragmentShader)
 {
     return(new OpenGLShaderSet(
                (OpenGLVertexInputLayout)inputLayout,
                (OpenGLShader)vertexShader,
                (OpenGLShader)tessellationControlShader,
                (OpenGLShader)tessellationEvaluationShader,
                (OpenGLShader)geometryShader,
                (OpenGLShader)fragmentShader));
 }
Exemple #32
0
        public Mesh([NotNull] Buffer <T> vertexBuffer, [NotNull] Effect effect, bool disposeEffect = false)
        {
            if (vertexBuffer == null)
            {
                throw new ArgumentNullException("vertexBuffer");
            }
            if (effect == null)
            {
                throw new ArgumentNullException("effect");
            }

            VertexBuffer       = vertexBuffer;
            _vertexInputLayout = VertexInputLayout.FromBuffer(0, vertexBuffer);
            _effect            = effect;
            _disposeEffect     = disposeEffect;
        }
Exemple #33
0
        public WarpSceneRenderer(Scene scene, int width, int height)
        {
            _scene       = scene;
            _width       = width;
            _height      = height;
            _aspectRatio = width / (float)height;

            _device = GraphicsDevice.New(DriverType.Warp, DeviceCreationFlags.None, FeatureLevel.Level_10_1);

            var serviceProvider = new ServiceProvider();

            serviceProvider.AddService <IGraphicsDeviceService>(new GraphicsDeviceService(_device));

            _contentManager = new ContentManager(serviceProvider);
            _contentManager.Resolvers.Add(new ContentResolver());

            var viewport = new Viewport(0, 0, _width, _height);

            _device.SetViewports(viewport);

            const MSAALevel msaaLevel = MSAALevel.None;

            _depthStencilTexture = DepthStencilBuffer.New(_device, _width, _height, msaaLevel, DepthFormat.Depth24Stencil8);
            _renderTexture       = RenderTarget2D.New(_device, _width, _height, msaaLevel, PixelFormat.R8G8B8A8.UNorm);

            Options = new RenderOptions();

            _effect = new BasicEffect(_device);
            _effect.EnableDefaultLighting();

            _inputLayout = VertexInputLayout.New(0, typeof(VertexPositionNormalTexture));
            _device.SetVertexInputLayout(_inputLayout);

            _meshes = new List <WarpMesh>();
            foreach (Mesh mesh in _scene.Meshes)
            {
                if (!mesh.Positions.Any())
                {
                    continue;
                }

                var warpMesh = new WarpMesh(_device, mesh);
                _meshes.Add(warpMesh);

                warpMesh.Initialize(_contentManager);
            }
        }
        private void Init(GraphicsDevice graphicsDevice)
        {
            _screenTriangle = SharpDX.Toolkit.Graphics.Buffer.Vertex.New(graphicsDevice, new[] {
                new Vector2(-1.0f, -1.0f),
                new Vector2(3.0f, -1.0f),
                new Vector2(-1.0f, 3.0f)
            }, SharpDX.Direct3D11.ResourceUsage.Immutable);

            _vertexInputLayout = VertexInputLayout.New(
                        VertexBufferLayout.New(0, new VertexElement[]{new VertexElement("POSITION", 0, SharpDX.DXGI.Format.R32G32_Float, 0)}, 0));

            var rasterizerStateDesc = SharpDX.Direct3D11.RasterizerStateDescription.Default();
            rasterizerStateDesc.CullMode = SharpDX.Direct3D11.CullMode.None;
            _noneCullingState = RasterizerState.New(graphicsDevice, "CullModeNone", rasterizerStateDesc);

            initalised = true;
        }
Exemple #35
0
        private EffectTechnique GetTechniqueFromVertexBuffer <T>(Buffer <T> vertexBuffer) where T : struct
        {
            EffectTechnique    technique    = null;
            VertexInputLayout  inputLayout  = VertexInputLayout.FromBuffer(0, vertexBuffer);
            VertexBufferLayout bufferLayout = inputLayout.BufferLayouts.First();

            bool pos = false, tex = false, col = false;
            var  semantics = bufferLayout.VertexElements.Select(ve => ve.SemanticName.ToString()).ToArray();

            if (semantics.Contains("POSITION"))
            {
                pos = true;
            }

            if (semantics.Contains("TEXCOORD"))
            {
                tex = true;
            }

            if (semantics.Contains("COLOR"))
            {
                col = true;
            }

            if (pos && tex)
            {
                technique = gbufferEffect.Techniques["PositionTexture"];
            }

            if (pos && col)
            {
                technique = gbufferEffect.Techniques["PositionColor"];
            }

            if (pos)
            {
                technique = gbufferEffect.Techniques["Position"];
            }

            if (technique == null)
            {
                throw new NotSupportedException();
            }

            return(technique);
        }
        public void GetOrCreate(VertexInputLayout layout, out InputLayoutPair currentPassPreviousPair)
        {
            if (!ContextCache.TryGetValue(layout, out currentPassPreviousPair))
            {
                lock (DeviceCache)
                {
                    if (!DeviceCache.TryGetValue(layout, out currentPassPreviousPair))
                    {

                        currentPassPreviousPair.InputLayout = new InputLayout(device, Bytecode, layout.InputElements);
                        currentPassPreviousPair.VertexInputLayout = layout;
                        DeviceCache.Add(layout, currentPassPreviousPair);
                    }
                }

                ContextCache.Add(layout, currentPassPreviousPair);
            }
        }
Exemple #37
0
        protected override void LoadContent()
        {
            // Loads the effect
            metaTunnelEffect = Content.Load<Effect>("metatunnel.fxo");

            // Prepare a quad buffer
            quadVertices = Buffer.Vertex.New(
                GraphicsDevice,
                new[]
                    {
                        new VertexPositionTexture(new Vector3(-1, 1, 0), new Vector2(0, 0)),
                        new VertexPositionTexture(new Vector3(1, 1, 0), new Vector2(1, 0)),
                        new VertexPositionTexture(new Vector3(-1, -1, 0), new Vector2(0, 1)),
                        new VertexPositionTexture(new Vector3(1, -1, 0), new Vector2(1, 1)),
                    });

            // Create an input layout from the vertices
            inputLayout = VertexInputLayout.FromBuffer(0, quadVertices);
        }
Exemple #38
0
        public void CreateBillboardVerticesFromList(List<Tuple<Vector3, Vector3>> treeList)
        {
            if (!treeList.Any())
                return;

            var billboardVertices = new BillboardVertex[treeList.Count * 6];
            int i = 0;
            var random = new Random();
            foreach (var t in treeList)
                createOne(
                    ref i,
                    billboardVertices,
                    t.Item1 + _world.TranslationVector,
                    t.Item2,
                    0.0001f + (float) random.NextDouble());

            _vertexBuffer = Buffer.Vertex.New(Effect.GraphicsDevice, billboardVertices);
            _vertexInputLayout = VertexInputLayout.FromBuffer(0, _vertexBuffer);
        }
		public WarpSceneRenderer(Scene scene, int width, int height)
		{
			_scene = scene;
			_width = width;
			_height = height;
			_aspectRatio = width / (float)height;

			_device = GraphicsDevice.New(DriverType.Warp, DeviceCreationFlags.None, FeatureLevel.Level_10_1);

			var serviceProvider = new ServiceProvider();
			serviceProvider.AddService<IGraphicsDeviceService>(new GraphicsDeviceService(_device));

			_contentManager = new ContentManager(serviceProvider);
			_contentManager.Resolvers.Add(new ContentResolver());

			var viewport = new Viewport(0, 0, _width, _height);
			_device.SetViewports(viewport);

			const MSAALevel msaaLevel = MSAALevel.None;
			_depthStencilTexture = DepthStencilBuffer.New(_device, _width, _height, msaaLevel, DepthFormat.Depth24Stencil8);
			_renderTexture = RenderTarget2D.New(_device, _width, _height, msaaLevel, PixelFormat.R8G8B8A8.UNorm);

			Options = new RenderOptions();

			_effect = new BasicEffect(_device);
			_effect.EnableDefaultLighting();

			_inputLayout = VertexInputLayout.New(0, typeof(VertexPositionNormalTexture));
			_device.SetVertexInputLayout(_inputLayout);

			_meshes = new List<WarpMesh>();
			foreach (Mesh mesh in _scene.Meshes)
			{
				if (!mesh.Positions.Any())
					continue;

				var warpMesh = new WarpMesh(_device, mesh);
				_meshes.Add(warpMesh);

				warpMesh.Initialize(_contentManager);
			}
		}
Exemple #40
0
        public Arcs(
            VisionContent vContent,
            Archipelag archipelag)
            : base(vContent.LoadEffect("Effects/ArcsEffect"))
        {
            Archipelag = archipelag;
            Effect.World = Matrix.Identity;

            var lines = new List<ArcVertex>();

            var modules = archipelag.CodeIslands.ToDictionary(ci => ci.VAssembly.Name, ci => ci);
            foreach (var island in modules.Values)
                processOneIsland(lines, island, island.VAssembly.VProgram, modules);

            if (lines.Any())
            {
                _vertexBuffer = Buffer.Vertex.New(vContent.GraphicsDevice, lines.ToArray());
                _vertexInputLayout = VertexInputLayout.FromBuffer(0, _vertexBuffer);
            }
        }
        public void CreateBillboardVertices()
        {
            if (_items==null || !_items.Any())
                return;

            var billboardVertices = new StaticBillboardVertex[_items.Count * 6];
            var i = 0;
            var random = new Random();
            foreach (var t in _items)
                createOne(
                    ref i,
                    billboardVertices,
                    t.Item1 + _world.TranslationVector,
                    t.Item2,
                    t.Item3);
            _items = null;

            _vertexBuffer = Buffer.Vertex.New(Effect.GraphicsDevice, billboardVertices);
            _vertexInputLayout = VertexInputLayout.FromBuffer(0, _vertexBuffer);
        }
        public PlayingField(LarvContent lContent, Texture2D texture, int level)
            : base(lContent.TextureEffect)
        {
            _texture = texture;

            var pfInfo = lContent.PlayingFieldInfos[level];
            TheField = pfInfo.PlayingField;
            Floors = pfInfo.Floors;
            Height = pfInfo.Height;
            Width = pfInfo.WIdth;
            PlayerWhereaboutsStart = pfInfo.PlayerSerpentStart;
            EnemyWhereaboutsStart = pfInfo.EnemySerpentStart;

            MiddleX = Width/2f;
            MiddleY = Height/2f;

            var verts = new List<VertexPositionNormalTexture>
            {
                new VertexPositionNormalTexture(new Vector3(-1, 0, -1), Vector3.Up, new Vector2(0, 0)),
                new VertexPositionNormalTexture(new Vector3(Width + 1, 0, -1), Vector3.Up, new Vector2(Width*0.25f, 0)),
                new VertexPositionNormalTexture(new Vector3(-1, 0, Height + 1), Vector3.Up, new Vector2(0, Height*0.25f)),
                new VertexPositionNormalTexture(new Vector3(Width + 1, 0, -1), Vector3.Up, new Vector2(Width*0.25f, 0)),
                new VertexPositionNormalTexture(new Vector3(Width + 1, 0, Height + 1), Vector3.Up, new Vector2(Width*0.25f, Height*0.25f)),
                new VertexPositionNormalTexture(new Vector3(-1, 0, Height + 1), Vector3.Up, new Vector2(0, Height*0.25f))
            };
            var vertsShadow = new List<VertexPositionNormalTexture>();
            for (var floor = 0; floor < Floors; floor++)
                for (var y = 0; y < Height; y++ )
                    for (var x = 0; x < Width; x++)
                    {
                        var sq = TheField[floor, y, x];
                        if ((!sq.IsNone && floor != 0) || sq.IsSlope)
                            contructSquare(verts, vertsShadow, floor, new Point(x,y), sq.Corners);
                    }

            VertexBuffer = Buffer.Vertex.New(lContent.GraphicsDevice, verts.ToArray());
            if(vertsShadow.Any())
                VertexBufferShadow = Buffer.Vertex.New(lContent.GraphicsDevice, vertsShadow.ToArray());
            VertexInputLayout = VertexInputLayout.FromBuffer(0, VertexBuffer);
        }
        void WPFHost.IScene.Attach(WPFHost.ISceneHost host)
        {
            this.host = host;
            camera = new Camera((float)host.RenderTargetWidth / host.RenderTargetHeight, (float)(75.0 * Math.PI / 180.0), 0.1f, 10000.0f);

            // device setup
            if (host.Device == null)
                throw new Exception("Scene host device is null");
            GraphicsDevice = GraphicsDevice.New(host.Device);
            RenderTarget2D backbufferRenderTarget = RenderTarget2D.New(GraphicsDevice, host.RenderTargetView, true);
            GraphicsDevice.Presenter = new RenderTargetGraphicsPresenter(GraphicsDevice, backbufferRenderTarget);
            GraphicsDevice.SetRenderTargets(backbufferRenderTarget);

            #if RAYMARCH_TERRAIN
            terrain = new TerrainRaymarcher(GraphicsDevice, (float)host.RenderTargetWidth / host.RenderTargetHeight);
            #else
            terrain = new TerrainRasterizer(GraphicsDevice);
            #endif
            terrain.HeightScale = terrainScale;

            // load shader
            sphereBillboardShader = new ShaderAutoReload("shader/spherebillboards.fx", GraphicsDevice);

            // vertex input layout
            sphereVertexInputLayout = VertexInputLayout.New(VertexBufferLayout.New(0, VertexElement.Position(SharpDX.DXGI.Format.R32G32B32_Float)));

            // generate sky
            skyShader = new ShaderAutoReload("shader/sky.fx", GraphicsDevice);
            skyShader.OnReload += ReGenerateSkyCubeMap;
            skyCubemap = RenderTargetCube.New(GraphicsDevice, CUBEMAP_RES, 0, PixelFormat.R8G8B8A8.SNorm);
            TimeOfDay = timeOfDay;

            // constant buffer to defaults
            SetupConstants();
        }
Exemple #44
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 public SharedData(GraphicsDevice device)
 {
     VertexBuffer = ToDispose(Buffer.Vertex.New(device, QuadsVertices));
     VertexInputLayout = VertexInputLayout.FromBuffer(0, VertexBuffer);
 }
Exemple #45
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        protected override void LoadContent()
        {
            _fx = Content.Load<Effect>("fx1");

            var verticies = new List<VertexPositionColor>();
            addPlane(verticies, Vector3.Up);
            addPlane(verticies, Vector3.Down);
            addPlane(verticies, Vector3.Left);
            addPlane(verticies, Vector3.Right);
            addPlane(verticies, Vector3.ForwardRH);
            addPlane(verticies, Vector3.BackwardRH);

            _vertexBuffer = Buffer.Vertex.New(GraphicsDevice, verticies.ToArray());
            _vertexInputLayout = VertexInputLayout.FromBuffer(0, _vertexBuffer);

            base.LoadContent();
        }
 public InputLayoutPair(VertexInputLayout vertexInputLayout, InputLayout inputLayout)
 {
     VertexInputLayout = vertexInputLayout;
     InputLayout = inputLayout;
 }
Exemple #47
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        public CxBillboard CreateVertices(bool randomize = true)
        {
            if (_items==null || !_items.Any())
                return this;

            var billboardVertices = new CxBillboardVertex[_items.Count];
            var i = 0;
            var random = new Random();
            foreach (var t in _items)
                createOne(
                    ref i,
                    billboardVertices,
                    t.Item1 + World.TranslationVector,
                    t.Item2,
                    randomize ? 0.0001f + (float) random.NextDouble() : 0.5f);
            _items = null;

            _vertexBuffer = Buffer.Vertex.New(Effect.GraphicsDevice, billboardVertices);
            _vertexInputLayout = VertexInputLayout.FromBuffer(0, _vertexBuffer);

            return this;
        }
        void LoadContent()
        {
            var device = this.GraphicsDevice;

            m_effect = this.Content.Load<Effect>("SelectionEffect");

            var tex = new[] {
                new Vector2(1, 0),
                new Vector2(1, 1),
                new Vector2(0, 1),
                new Vector2(0, 0),
            };

            var vertices = new List<VertexPositionColorTexture>();
            for (int i = 0; i < 6; ++i)
            {
                var color = i == (int)DirectionOrdinal.South ? new Color(255, 255, 255) : new Color(128, 128, 128);

                var ver = Chunk.s_cubeFaceInfo[i].Vertices.Select(v => v.ToVector3())
                    .ToArray();

                var vs = new List<VertexPositionColorTexture>();
                vs.Add(new VertexPositionColorTexture(ver[0], color, tex[0]));
                vs.Add(new VertexPositionColorTexture(ver[1], color, tex[1]));
                vs.Add(new VertexPositionColorTexture(ver[2], color, tex[2]));

                vs.Add(new VertexPositionColorTexture(ver[2], color, tex[2]));
                vs.Add(new VertexPositionColorTexture(ver[3], color, tex[3]));
                vs.Add(new VertexPositionColorTexture(ver[0], color, tex[0]));

                vertices.AddRange(vs);
            }

            m_layout = VertexInputLayout.New<VertexPositionColorTexture>(0);

            m_vertexBuffer = ToDispose(SharpDX.Toolkit.Graphics.Buffer.Vertex.New<VertexPositionColorTexture>(device, vertices.ToArray()));
        }
            public InstancedGeomClipMapping(GraphicsDevice graphicsDevice, float minPatchSizeWorld, uint ringThinkness, uint numRings)
            {
                this.ringThinkness = ringThinkness;
                this.numRings = numRings;
                this.minPatchSizeWorld = minPatchSizeWorld;

                // Patch vertex buffer
                Half2[] patchVertices = new Half2[9];
                for (int x = 0; x < 3; ++x)
                {
                    for (int y = 0; y < 3; ++y)
                    {
                        patchVertices[x + y * 3] = new Half2(x * 0.5f, y * 0.5f);
                    }
                }
                patchVertexBuffer = Buffer<Half2>.New(graphicsDevice, patchVertices, BufferFlags.VertexBuffer, SharpDX.Direct3D11.ResourceUsage.Immutable);

                // Instance buffers
                // Try to guess max number of patches:
                maxPatchInstances[(uint)PatchType.FULL] = ringThinkness * ringThinkness * 4 * numRings;
                maxPatchInstances[(uint)PatchType.STITCH1] = (uint)(maxPatchInstances[(uint)PatchType.FULL] * (float)(4 * 2 * ringThinkness) / (2 * ringThinkness * 2 * ringThinkness));
                maxPatchInstances[(uint)PatchType.STITCH2] = maxPatchInstances[(uint)PatchType.STITCH1] / 4;

                for(int i = 0; i < patchInstanceBuffer.Length; ++i)
                {
                    patchInstanceBuffer[i] = SharpDX.Toolkit.Graphics.Buffer.New(
                        graphicsDevice, (int)maxPatchInstances[i] * sizeof(float) * 4,  sizeof(float) * 4, BufferFlags.VertexBuffer, SharpDX.Direct3D11.ResourceUsage.Dynamic);
                    currentInstanceData[i] = new List<PatchInstanceData>();
                }

                // Input layout.
                vertexInputLayout = VertexInputLayout.New(
                    VertexBufferLayout.New(0, new VertexElement[]{ new VertexElement("RELPOS", 0, SharpDX.DXGI.Format.R16G16_Float, 0) }, 0),
                    VertexBufferLayout.New(1, new VertexElement[]{ new VertexElement("WORLDPOS", 0, SharpDX.DXGI.Format.R32G32_Float, 0),    // worldPosition
                                                                   new VertexElement("SCALE", 0, SharpDX.DXGI.Format.R32_Float, 8),       // worldScale
                                                                   new VertexElement("ROTATION", 0, SharpDX.DXGI.Format.R32_UInt, 12) }, 1));       // rotationType

                // Patch index buffer
                // Full patch
                ushort[] indicesFull = new ushort[]{ 0, 1, 4, 4, 1, 2, 0, 4, 3, 4, 2, 5, 3, 4, 6, 6, 4, 7, 7, 4, 8, 8, 4, 5 };  // optimize?
                patchIndexBuffer[(uint)PatchType.FULL] = Buffer<ushort>.New(graphicsDevice, indicesFull, BufferFlags.IndexBuffer, SharpDX.Direct3D11.ResourceUsage.Immutable);
                // First stitch: Only one triangle at bottom
                ushort[] indicesStitch1 = new ushort[]{ 0, 1, 4, 4, 1, 2, 0, 4, 3, 4, 2, 5, 3, 4, 6, 6, 4, 8, 8, 4, 5 };  // optimize?
                patchIndexBuffer[(uint)PatchType.STITCH1] = Buffer<ushort>.New(graphicsDevice, indicesStitch1, BufferFlags.IndexBuffer, SharpDX.Direct3D11.ResourceUsage.Immutable);
                // Second stitch: Only one triangle at bottom and right
                ushort[] indicesStitch2 = new ushort[]{ 0, 1, 4, 4, 1, 2, 0, 4, 3, 3, 4, 6, 6, 4, 8, 8, 4, 2 };  // optimize?
                patchIndexBuffer[(uint)PatchType.STITCH2] = Buffer<ushort>.New(graphicsDevice, indicesStitch2, BufferFlags.IndexBuffer, SharpDX.Direct3D11.ResourceUsage.Immutable);
            }
Exemple #50
0
 /// <summary>
 /// Create a new model.
 /// </summary>
 /// <param name="game"></param>
 /// <param name="shapeArray"></param>
 /// <param name="textureName"></param>
 /// <param name="collisionRadius"></param>
 /// 
 //Create a textured model with normals
 public MyModel(LabGame game, VertexPositionNormalTexture[] shapeArray, String textureName, float collisionRadius)
 {
     this.vertices = Buffer.Vertex.New(game.GraphicsDevice, shapeArray);
     this.inputLayout = VertexInputLayout.New<VertexPositionNormalTexture>(0);
     vertexStride = Utilities.SizeOf<VertexPositionNormalTexture>();
     modelType = ModelType.Textured;
     Texture = game.Content.Load<Texture2D>(textureName);
     this.collisionRadius = collisionRadius;
     wasLoaded = false;
 }
Exemple #51
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        protected override void LoadContent()
        {
            // Creates a basic effect
            basicEffect = ToDisposeContent(new BasicEffect(GraphicsDevice)
                {
                    VertexColorEnabled = true,
                    View = Matrix.LookAtLH(new Vector3(0, 0, -5), new Vector3(0, 0, 0), Vector3.UnitY),
                    Projection = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, (float)GraphicsDevice.BackBuffer.Width / GraphicsDevice.BackBuffer.Height, 0.1f, 100.0f),
                    World = Matrix.Identity
                });

            // Creates vertices for the cube
            vertices = ToDisposeContent(Buffer.Vertex.New(
                GraphicsDevice,
                new[]
                    {
                        new VertexPositionColor(new Vector3(-1.0f, -1.0f, -1.0f), Color.Orange), // Front
                        new VertexPositionColor(new Vector3(-1.0f, 1.0f, -1.0f), Color.Orange),
                        new VertexPositionColor(new Vector3(1.0f, 1.0f, -1.0f), Color.Orange),
                        new VertexPositionColor(new Vector3(-1.0f, -1.0f, -1.0f), Color.Orange),
                        new VertexPositionColor(new Vector3(1.0f, 1.0f, -1.0f), Color.Orange),
                        new VertexPositionColor(new Vector3(1.0f, -1.0f, -1.0f), Color.Orange),
                        new VertexPositionColor(new Vector3(-1.0f, -1.0f, 1.0f), Color.Orange), // BACK
                        new VertexPositionColor(new Vector3(1.0f, 1.0f, 1.0f), Color.Orange),
                        new VertexPositionColor(new Vector3(-1.0f, 1.0f, 1.0f), Color.Orange),
                        new VertexPositionColor(new Vector3(-1.0f, -1.0f, 1.0f), Color.Orange),
                        new VertexPositionColor(new Vector3(1.0f, -1.0f, 1.0f), Color.Orange),
                        new VertexPositionColor(new Vector3(1.0f, 1.0f, 1.0f), Color.Orange),
                        new VertexPositionColor(new Vector3(-1.0f, 1.0f, -1.0f), Color.OrangeRed), // Top
                        new VertexPositionColor(new Vector3(-1.0f, 1.0f, 1.0f), Color.OrangeRed),
                        new VertexPositionColor(new Vector3(1.0f, 1.0f, 1.0f), Color.OrangeRed),
                        new VertexPositionColor(new Vector3(-1.0f, 1.0f, -1.0f), Color.OrangeRed),
                        new VertexPositionColor(new Vector3(1.0f, 1.0f, 1.0f), Color.OrangeRed),
                        new VertexPositionColor(new Vector3(1.0f, 1.0f, -1.0f), Color.OrangeRed),
                        new VertexPositionColor(new Vector3(-1.0f, -1.0f, -1.0f), Color.OrangeRed), // Bottom
                        new VertexPositionColor(new Vector3(1.0f, -1.0f, 1.0f), Color.OrangeRed),
                        new VertexPositionColor(new Vector3(-1.0f, -1.0f, 1.0f), Color.OrangeRed),
                        new VertexPositionColor(new Vector3(-1.0f, -1.0f, -1.0f), Color.OrangeRed),
                        new VertexPositionColor(new Vector3(1.0f, -1.0f, -1.0f), Color.OrangeRed),
                        new VertexPositionColor(new Vector3(1.0f, -1.0f, 1.0f), Color.OrangeRed),
                        new VertexPositionColor(new Vector3(-1.0f, -1.0f, -1.0f), Color.DarkOrange), // Left
                        new VertexPositionColor(new Vector3(-1.0f, -1.0f, 1.0f), Color.DarkOrange),
                        new VertexPositionColor(new Vector3(-1.0f, 1.0f, 1.0f), Color.DarkOrange),
                        new VertexPositionColor(new Vector3(-1.0f, -1.0f, -1.0f), Color.DarkOrange),
                        new VertexPositionColor(new Vector3(-1.0f, 1.0f, 1.0f), Color.DarkOrange),
                        new VertexPositionColor(new Vector3(-1.0f, 1.0f, -1.0f), Color.DarkOrange),
                        new VertexPositionColor(new Vector3(1.0f, -1.0f, -1.0f), Color.DarkOrange), // Right
                        new VertexPositionColor(new Vector3(1.0f, 1.0f, 1.0f), Color.DarkOrange),
                        new VertexPositionColor(new Vector3(1.0f, -1.0f, 1.0f), Color.DarkOrange),
                        new VertexPositionColor(new Vector3(1.0f, -1.0f, -1.0f), Color.DarkOrange),
                        new VertexPositionColor(new Vector3(1.0f, 1.0f, -1.0f), Color.DarkOrange),
                        new VertexPositionColor(new Vector3(1.0f, 1.0f, 1.0f), Color.DarkOrange),
                    }));
            ToDisposeContent(vertices);

            // Create an input layout from the vertices
            inputLayout = VertexInputLayout.FromBuffer(0, vertices);

            base.LoadContent();
        }
        private void createBillboardVerticesFromList(List<Vector3> treeList)
        {
            if (!treeList.Any())
                return;

            var billboardVertices = new VertexPositionTexture[treeList.Count*6];
            var i = 0;
            foreach (var currentV3 in treeList)
            {
                billboardVertices[i++] = new VertexPositionTexture(currentV3, new Vector2(0, 0));
                billboardVertices[i++] = new VertexPositionTexture(currentV3, new Vector2(1, 0));
                billboardVertices[i++] = new VertexPositionTexture(currentV3, new Vector2(1, 1));

                billboardVertices[i++] = new VertexPositionTexture(currentV3, new Vector2(0, 0));
                billboardVertices[i++] = new VertexPositionTexture(currentV3, new Vector2(1, 1));
                billboardVertices[i++] = new VertexPositionTexture(currentV3, new Vector2(0, 1));
            }

            _vertexBuffer = Buffer.Vertex.New(Effect.GraphicsDevice, billboardVertices);
            _vertexInputLayout = VertexInputLayout.FromBuffer(0, _vertexBuffer);
        }
        void LoadContent()
        {
            m_basicEffect = ToDispose(new BasicEffect(this.GraphicsDevice));

            m_basicEffect.VertexColorEnabled = true;
            m_basicEffect.LightingEnabled = false;

            m_plane = ToDispose(GeometricPrimitive.Plane.New(this.GraphicsDevice, 2, 2, 1, true));

            m_buffer = ToDispose(Buffer<VertexPositionColor>.Vertex.New(this.GraphicsDevice, m_vertices));
            m_layout = VertexInputLayout.FromBuffer(0, m_buffer);
        }
Exemple #54
0
        internal InputLayout GetInputLayout(VertexInputLayout layout)
        {
            if (layout == null)
                return null;

            if (!ReferenceEquals(currentInputLayoutPair.VertexInputLayout, layout))
            {
                // Use a local cache to speed up retrieval
                if (!LocalInputLayoutCache.TryGetValue(layout, out currentInputLayoutPair))
                {
                    inputSignatureManager.GetOrCreate(layout, out currentInputLayoutPair);
                    LocalInputLayoutCache.Add(layout, currentInputLayoutPair);
                }
            }
            return currentInputLayoutPair.InputLayout;
        }
Exemple #55
0
        public Platform(ProjectGame game)
        {
            // Avoid null reference, it changes on the first update
            if (standing_platform == null)
            {
                standing_platform = this;
                next_standing_platform = this;
            }

            // Less tiles if the difficulty is higher
            min_extra_tiles = (int)(max_extra_tiles - game.difficulty);
            type = GameObjectType.Platform;

            //Load textures
            textureName = "Platform_Textures";
            texture = game.Content.Load<Texture2D>(textureName);

            // Store information of the platform and create information for the next one
            platform = next_platform;
            next_platform = create_platform(platform);

            // Create the vertices based on the platform information
            VertexPositionNormalTexture[] platform_vertices = create_vertices(platform, last_platform, next_platform);
            last_platform = platform;

            // Set the platform Z position of the intance and uptade the new Z position for the next one
            z_position_start = z_position;
            z_position -= tile_depth;
            z_position_end = z_position;

            // Calculates midpoint and base
            platfom_midpoint = (platform.GetLength(0) * tile_width) - tile_width/2;
            platform_base = Levels[0] - base_offset;

            //Load effects
            effect = game.Content.Load<Effect>("Phong");
            lightManager = new LightManager(game);
            lightManager.SetLighting(effect);

            // Pass the vertices data
            vertices = Buffer.Vertex.New(game.GraphicsDevice, platform_vertices);
            inputLayout = VertexInputLayout.FromBuffer(0, vertices);
            this.game = game;
        }
Exemple #56
0
        internal InputLayout GetInputLayout(VertexInputLayout layout)
        {
            if (layout == null)
                return null;

            if (!ReferenceEquals(currentInputLayoutPair.VertexInputLayout, layout))
                inputSignatureManager.GetOrCreate(layout, out currentInputLayoutPair);
            return currentInputLayoutPair.InputLayout;
        }
        private unsafe void InitializeGraphics(GraphicsDevice graphicsDevice)
        {
            var colorBitmap = new Bitmap(gridlet.XLength, gridlet.YLength, PixelFormat.Format32bppRgb);
             var bitmapData = colorBitmap.LockBits(new System.Drawing.Rectangle(0, 0, gridlet.XLength, gridlet.YLength), ImageLockMode.WriteOnly, PixelFormat.Format32bppRgb);
             var pScan0 = (byte*)bitmapData.Scan0;
             for (var y = 0; y < gridlet.YLength; y++) {
            var pCurrentPixel = pScan0 + bitmapData.Stride * y;
            for (var x = 0; x < gridlet.XLength; x++) {
               var cell = gridlet.Cells[x + gridlet.XLength * y];
               uint color = 0xEFEFEF;
               if (cell.Flags.HasFlag(CellFlags.Debug)) {
                  color = 0x0000FF;
               } else if (cell.Flags.HasFlag(CellFlags.Connector)) {
                  color = 0xFF7F00;
               } else if (cell.Flags.HasFlag(CellFlags.Edge)) {
                  color = 0x00FF00;
               } else if (cell.Flags.HasFlag(CellFlags.Blocked)) {
                  color = 0xFF0000;
               }
               *(uint*)pCurrentPixel = color;
               pCurrentPixel += 4;
            }
             }
             colorBitmap.UnlockBits(bitmapData);
             var ms = new MemoryStream();
             colorBitmap.Save(ms, ImageFormat.Bmp);
             ms.Position = 0;
             var image = SharpDX.Toolkit.Graphics.Image.Load(ms);
            //         debugTexture = Texture2D.Load(graphicsDevice, @"E:\lolmodprojects\Project Master Yi\masteryi_base_r_cas_shockwave.dds");
             debugTexture = Texture2D.New(graphicsDevice, image);
             var vertices = new VertexPositionNormalTexture[gridlet.XLength * gridlet.YLength * 4];
             var indices = new int[gridlet.XLength * gridlet.YLength * 6 + (gridlet.XLength - 1) * (gridlet.YLength - 1) * 12];
             int ibOffsetBase = 0;
             var xOffset = -gridlet.XLength / 2.0f;
             var yOffset = -gridlet.YLength / 2.0f;
             for (var y = 0; y < gridlet.YLength; y++) {
            for (var x = 0; x < gridlet.XLength; x++) {
               var cellIndex = x + y * gridlet.XLength;
               var cell = gridlet.Cells[cellIndex];
               var cellHeight = cell.Height;
               var vbOffset = cellIndex * 4;
               var uv = new Vector2(x / (float)(gridlet.XLength - 1), y / (float)(gridlet.YLength - 1));
               vertices[vbOffset + 0] = new VertexPositionNormalTexture(new Vector3(x + xOffset, y + yOffset, cellHeight), Vector3.UnitZ, uv);
               vertices[vbOffset + 1] = new VertexPositionNormalTexture(new Vector3(x + 1 + xOffset, y + yOffset, cellHeight), Vector3.UnitZ, uv);
               vertices[vbOffset + 2] = new VertexPositionNormalTexture(new Vector3(x + 1 + xOffset, y + 1 + yOffset, cellHeight), Vector3.UnitZ, uv);
               vertices[vbOffset + 3] = new VertexPositionNormalTexture(new Vector3(x + xOffset, y + 1 + yOffset, cellHeight), Vector3.UnitZ, uv);

               var ibOffset = ibOffsetBase + cellIndex * 6;
               indices[ibOffset + 0] = vbOffset;
               indices[ibOffset + 1] = vbOffset + 3;
               indices[ibOffset + 2] = vbOffset + 1;
               indices[ibOffset + 3] = vbOffset + 1;
               indices[ibOffset + 4] = vbOffset + 3;
               indices[ibOffset + 5] = vbOffset + 2;
            }
             }

             ibOffsetBase = gridlet.XLength * gridlet.YLength * 6;
             for (var y = 0; y < gridlet.YLength - 1; y++) {
            for (var x = 0; x < gridlet.XLength - 1; x++) {
               var cellIndex = x + y * gridlet.XLength;
               var cell = gridlet.Cells[cellIndex];
               var cellHeight = cell.Height;
               var vbOffset = cellIndex * 4;
               var rightVbOffset = vbOffset + 4;
               var downVbOffset = vbOffset + gridlet.XLength * 4;

               var ibOffset = ibOffsetBase + (x + y * (gridlet.XLength - 1)) * 12;
               indices[ibOffset + 0] = vbOffset + 1;
               indices[ibOffset + 1] = vbOffset + 2;
               indices[ibOffset + 2] = rightVbOffset;
               indices[ibOffset + 3] = rightVbOffset;
               indices[ibOffset + 4] = vbOffset + 2;
               indices[ibOffset + 5] = rightVbOffset + 3;
               indices[ibOffset + 6] = vbOffset + 2;
               indices[ibOffset + 7] = vbOffset + 3;
               indices[ibOffset + 8] = downVbOffset;
               indices[ibOffset + 9] = downVbOffset;
               indices[ibOffset + 10] = downVbOffset + 1;
               indices[ibOffset + 11] = vbOffset + 2;
            }
             }
             vertexBuffer = Buffer.Vertex.New(graphicsDevice, vertices);
             vertexInputLayout = VertexInputLayout.FromBuffer(0, vertexBuffer);
             indexBuffer = Buffer.Index.New(graphicsDevice, indices);
        }
        public VoxelRenderer(GraphicsDevice graphicsDevice, ContentManager contentManager)
        {
            _cubeVertexBuffer = Buffer.Vertex.New(
                graphicsDevice,
                new[]
                    {
                        // 3D coordinates              UV Texture coordinates
                        new CubeVertex() { Position = new Vector3(-1.0f, -1.0f, -1.0f), Normal = -Vector3.UnitZ, Texcoord = new Vector2(0.0f, 1.0f) }, // Front
                        new CubeVertex() { Position = new Vector3(-1.0f,  1.0f, -1.0f), Normal = -Vector3.UnitZ, Texcoord = new Vector2(0.0f, 0.0f) },
                        new CubeVertex() { Position = new Vector3(1.0f,  1.0f, -1.0f ), Normal = -Vector3.UnitZ, Texcoord = new Vector2(1.0f, 0.0f) },
                        new CubeVertex() { Position = new Vector3(-1.0f, -1.0f, -1.0f), Normal = -Vector3.UnitZ, Texcoord = new Vector2(0.0f, 1.0f) },
                        new CubeVertex() { Position = new Vector3(1.0f,  1.0f, -1.0f ), Normal = -Vector3.UnitZ, Texcoord = new Vector2(1.0f, 0.0f) },
                        new CubeVertex() { Position = new Vector3(1.0f, -1.0f, -1.0f ), Normal = -Vector3.UnitZ, Texcoord = new Vector2(1.0f, 1.0f) },
                        new CubeVertex() { Position = new Vector3(-1.0f, -1.0f,  1.0f), Normal = Vector3.UnitZ, Texcoord = new Vector2(1.0f, 0.0f) }, // BACK
                        new CubeVertex() { Position = new Vector3(1.0f,  1.0f,  1.0f ), Normal = Vector3.UnitZ, Texcoord = new Vector2(0.0f, 1.0f) },
                        new CubeVertex() { Position = new Vector3(-1.0f,  1.0f,  1.0f), Normal = Vector3.UnitZ, Texcoord = new Vector2(1.0f, 1.0f) },
                        new CubeVertex() { Position = new Vector3(-1.0f, -1.0f,  1.0f), Normal = Vector3.UnitZ, Texcoord = new Vector2(1.0f, 0.0f) },
                        new CubeVertex() { Position = new Vector3(1.0f, -1.0f,  1.0f ), Normal = Vector3.UnitZ, Texcoord = new Vector2(0.0f, 0.0f) },
                        new CubeVertex() { Position = new Vector3(1.0f,  1.0f,  1.0f ), Normal = Vector3.UnitZ, Texcoord = new Vector2(0.0f, 1.0f) },
                        new CubeVertex() { Position = new Vector3(-1.0f, 1.0f, -1.0f ), Normal = Vector3.UnitY, Texcoord = new Vector2(0.0f, 1.0f) }, // Top
                        new CubeVertex() { Position = new Vector3(-1.0f, 1.0f,  1.0f ), Normal = Vector3.UnitY, Texcoord = new Vector2(0.0f, 0.0f) },
                        new CubeVertex() { Position = new Vector3(1.0f, 1.0f,  1.0f  ), Normal = Vector3.UnitY, Texcoord = new Vector2(1.0f, 0.0f) },
                        new CubeVertex() { Position = new Vector3(-1.0f, 1.0f, -1.0f ), Normal = Vector3.UnitY, Texcoord = new Vector2(0.0f, 1.0f) },
                        new CubeVertex() { Position = new Vector3(1.0f, 1.0f,  1.0f  ), Normal = Vector3.UnitY, Texcoord = new Vector2(1.0f, 0.0f) },
                        new CubeVertex() { Position = new Vector3(1.0f, 1.0f, -1.0f  ), Normal = Vector3.UnitY, Texcoord = new Vector2(1.0f, 1.0f) },
                        new CubeVertex() { Position = new Vector3(-1.0f,-1.0f, -1.0f ), Normal = -Vector3.UnitY, Texcoord = new Vector2(1.0f, 0.0f) }, // Bottom
                        new CubeVertex() { Position = new Vector3(1.0f,-1.0f,  1.0f  ), Normal = -Vector3.UnitY, Texcoord = new Vector2(0.0f, 1.0f) },
                        new CubeVertex() { Position = new Vector3(-1.0f,-1.0f,  1.0f ), Normal = -Vector3.UnitY, Texcoord = new Vector2(1.0f, 1.0f) },
                        new CubeVertex() { Position = new Vector3(-1.0f,-1.0f, -1.0f ), Normal = -Vector3.UnitY, Texcoord = new Vector2(1.0f, 0.0f) },
                        new CubeVertex() { Position = new Vector3(1.0f,-1.0f, -1.0f  ), Normal = -Vector3.UnitY, Texcoord = new Vector2(0.0f, 0.0f) },
                        new CubeVertex() { Position = new Vector3(1.0f,-1.0f,  1.0f  ), Normal = -Vector3.UnitY, Texcoord = new Vector2(0.0f, 1.0f) },
                        new CubeVertex() { Position = new Vector3(-1.0f, -1.0f, -1.0f), Normal = -Vector3.UnitX, Texcoord = new Vector2(0.0f, 1.0f) }, // Left
                        new CubeVertex() { Position = new Vector3(-1.0f, -1.0f,  1.0f), Normal = -Vector3.UnitX, Texcoord = new Vector2(0.0f, 0.0f) },
                        new CubeVertex() { Position = new Vector3(-1.0f,  1.0f,  1.0f), Normal = -Vector3.UnitX, Texcoord = new Vector2(1.0f, 0.0f) },
                        new CubeVertex() { Position = new Vector3(-1.0f, -1.0f, -1.0f), Normal = -Vector3.UnitX, Texcoord = new Vector2(0.0f, 1.0f) },
                        new CubeVertex() { Position = new Vector3(-1.0f,  1.0f,  1.0f), Normal = -Vector3.UnitX, Texcoord = new Vector2(1.0f, 0.0f) },
                        new CubeVertex() { Position = new Vector3(-1.0f,  1.0f, -1.0f), Normal = -Vector3.UnitX, Texcoord = new Vector2(1.0f, 1.0f) },
                        new CubeVertex() { Position = new Vector3(1.0f, -1.0f, -1.0f ), Normal = Vector3.UnitX, Texcoord = new Vector2(1.0f, 0.0f) }, // Right
                        new CubeVertex() { Position = new Vector3(1.0f,  1.0f,  1.0f ), Normal = Vector3.UnitX, Texcoord = new Vector2(0.0f, 1.0f) },
                        new CubeVertex() { Position = new Vector3(1.0f, -1.0f,  1.0f ), Normal = Vector3.UnitX, Texcoord = new Vector2(1.0f, 1.0f) },
                        new CubeVertex() { Position = new Vector3(1.0f, -1.0f, -1.0f ), Normal = Vector3.UnitX, Texcoord = new Vector2(1.0f, 0.0f) },
                        new CubeVertex() { Position = new Vector3(1.0f,  1.0f, -1.0f ), Normal = Vector3.UnitX, Texcoord = new Vector2(0.0f, 0.0f) },
                        new CubeVertex() { Position = new Vector3(1.0f,  1.0f,  1.0f ), Normal = Vector3.UnitX, Texcoord = new Vector2(0.0f, 1.0f) }
                    }, SharpDX.Direct3D11.ResourceUsage.Immutable);

            // Create an input layout from the vertices
            _vertexInputLayout = VertexInputLayout.New(
                VertexBufferLayout.New(0, new VertexElement[]{new VertexElement("POSITION_CUBE", 0, SharpDX.DXGI.Format.R32G32B32_Float, 0),
                                                              new VertexElement("NORMAL", 0, SharpDX.DXGI.Format.R32G32B32_Float, sizeof(float) * 3),
                                                              new VertexElement("TEXCOORD", 0, SharpDX.DXGI.Format.R32G32_Float, sizeof(float) * 6)}, 0),
                VertexBufferLayout.New(1, new VertexElement[]{new VertexElement("POSITION_INSTANCE", SharpDX.DXGI.Format.R32_SInt)}, 1));

            // Create instance buffer for every VoxelInfo
            _voxelTypeRenderingData = new VoxelTypeInstanceData[TypeInformation.GetNumTypes()-1];
            for (int i = 0; i < _voxelTypeRenderingData.Length; ++i)
                _voxelTypeRenderingData[i] = new VoxelTypeInstanceData(graphicsDevice, (VoxelType)(i+1));
            LoadTextures(contentManager);

            // load shader
            EffectCompilerFlags compilerFlags = EffectCompilerFlags.None;
            #if DEBUG
            compilerFlags |= EffectCompilerFlags.Debug;
            #endif
            var voxelShaderCompileResult = EffectCompiler.CompileFromFile("Content/voxel.fx", compilerFlags);
            if (voxelShaderCompileResult.HasErrors)
            {
                System.Console.WriteLine(voxelShaderCompileResult.Logger.Messages);
                System.Diagnostics.Debugger.Break();
            }
            _voxelEffect = new SharpDX.Toolkit.Graphics.Effect(graphicsDevice, voxelShaderCompileResult.EffectData);

            // setup states
            var rasterizerStateDesc = SharpDX.Direct3D11.RasterizerStateDescription.Default();
            rasterizerStateDesc.CullMode = SharpDX.Direct3D11.CullMode.Back;
            _backfaceCullingState = RasterizerState.New(graphicsDevice, "CullModeBack", rasterizerStateDesc);
            rasterizerStateDesc.CullMode = SharpDX.Direct3D11.CullMode.None;
            _noneCullingState = RasterizerState.New(graphicsDevice, "CullModeNone", rasterizerStateDesc);

            var depthStencilStateDesc = SharpDX.Direct3D11.DepthStencilStateDescription.Default();
            depthStencilStateDesc.IsDepthEnabled = true;
            _depthStencilStateState = DepthStencilState.New(graphicsDevice, "NormalZBufferUse", depthStencilStateDesc);

            var samplerStateDesc = SharpDX.Direct3D11.SamplerStateDescription.Default();
            samplerStateDesc.AddressV = SharpDX.Direct3D11.TextureAddressMode.Mirror;
            samplerStateDesc.AddressU = SharpDX.Direct3D11.TextureAddressMode.Mirror;
            samplerStateDesc.Filter = SharpDX.Direct3D11.Filter.MinMagMipPoint;
            _pointSamplerState = SamplerState.New(graphicsDevice, "PointSampler", samplerStateDesc);
            _voxelEffect.Parameters["PointSampler"].SetResource(_pointSamplerState);

            var blendStateDesc = SharpDX.Direct3D11.BlendStateDescription.Default();
            _blendStateOpaque = BlendState.New(graphicsDevice, "Opaque", blendStateDesc);
            blendStateDesc.RenderTarget[0].IsBlendEnabled = true;
            blendStateDesc.RenderTarget[0].SourceBlend = SharpDX.Direct3D11.BlendOption.SourceAlpha;
            blendStateDesc.RenderTarget[0].DestinationBlend = SharpDX.Direct3D11.BlendOption.InverseSourceAlpha;
            blendStateDesc.RenderTarget[0].BlendOperation = SharpDX.Direct3D11.BlendOperation.Add;
            _blendStateTransparent = BlendState.New(graphicsDevice, "AlphaBlend", blendStateDesc);

            // vertexbuffer for a single instance
            _singleInstanceBuffer = Buffer.Vertex.New<Int32>(graphicsDevice, 1, SharpDX.Direct3D11.ResourceUsage.Dynamic);
        }
        ////////////////////////////////////////////////////////////////////////
        //
        //
        ////////////////////////////////////////////////////////////////////////
        public DxMeshEntity(Game renderer, AdnMeshData meshData)
        {
            Id = meshData.Id;
            IsSelected = false;
            IsPreselected = false;

            _renderer = renderer;

            _colors = new List<float[]>();

            foreach (var color in meshData.Color)
            {
                _colors.Add(ConvertClr(color));
            }

            _vertices = new List<AdnPoint>();

            List<VertexPositionNormalTexture> vertList =
                new List<VertexPositionNormalTexture>();

            for (int i = 0; i < meshData.VertexIndices.Length; ++i)
            {
                int vIdx = meshData.VertexIndices[i];
                int nIdx = meshData.NormalIndices[i];

                _vertices.Add(
                    new AdnPoint(
                        meshData.VertexCoords[3 * vIdx],
                        meshData.VertexCoords[3 * vIdx + 1],
                        meshData.VertexCoords[3 * vIdx + 2]));

                vertList.Add(
                    new VertexPositionNormalTexture(
                        new Vector3(
                            meshData.VertexCoords[3 * vIdx],
                            meshData.VertexCoords[3 * vIdx + 1],
                            meshData.VertexCoords[3 * vIdx + 2]),
                        new Vector3(
                            meshData.Normals[3 * nIdx],
                            meshData.Normals[3 * nIdx + 1],
                            meshData.Normals[3 * nIdx + 2]),
                        new Vector2()));
            }

            _boundingBox = new AdnBoundingBox(_vertices);

            _vertexBuffer = SharpDX.Toolkit.Graphics.Buffer.Vertex.New(
                _renderer.GraphicsDevice,
                vertList.ToArray());

            _inputLayout = VertexInputLayout.FromBuffer(0, _vertexBuffer);
        }
        protected override void LoadContent()
        {
            _basicEffect = ToDisposeContent(new BasicEffect(GraphicsDevice)
            {
                VertexColorEnabled = true,
                View = Matrix.LookAtLH(new Vector3(0, 0, -5), new Vector3(0, 0, 0), Vector3.UnitY),
                Projection = Matrix.PerspectiveFovLH(MathUtil.PiOverFour, (float)GraphicsDevice.BackBuffer.Width / GraphicsDevice.BackBuffer.Height, 0.1f, 100.0f),
                World = Matrix.Identity
            });

            _vertices = ToDisposeContent(SharpDX.Toolkit.Graphics.Buffer.Vertex.New(
                GraphicsDevice,
                new[]
                    {
                        new VertexPositionColor(new Vector3(-1.0f, -1.0f, -1.0f), Color.Orange), // Front
                        new VertexPositionColor(new Vector3(-1.0f, 1.0f, -1.0f), Color.Orange),
                        new VertexPositionColor(new Vector3(1.0f, 1.0f, -1.0f), Color.Orange),
                        new VertexPositionColor(new Vector3(-1.0f, -1.0f, -1.0f), Color.Orange),
                        new VertexPositionColor(new Vector3(1.0f, 1.0f, -1.0f), Color.Orange),
                        new VertexPositionColor(new Vector3(1.0f, -1.0f, -1.0f), Color.Orange),
                        new VertexPositionColor(new Vector3(-1.0f, -1.0f, 1.0f), Color.Orange), // BACK
                        new VertexPositionColor(new Vector3(1.0f, 1.0f, 1.0f), Color.Orange),
                        new VertexPositionColor(new Vector3(-1.0f, 1.0f, 1.0f), Color.Orange),
                        new VertexPositionColor(new Vector3(-1.0f, -1.0f, 1.0f), Color.Orange),
                        new VertexPositionColor(new Vector3(1.0f, -1.0f, 1.0f), Color.Orange),
                        new VertexPositionColor(new Vector3(1.0f, 1.0f, 1.0f), Color.Orange),
                        new VertexPositionColor(new Vector3(-1.0f, 1.0f, -1.0f), Color.OrangeRed), // Top
                        new VertexPositionColor(new Vector3(-1.0f, 1.0f, 1.0f), Color.OrangeRed),
                        new VertexPositionColor(new Vector3(1.0f, 1.0f, 1.0f), Color.OrangeRed),
                        new VertexPositionColor(new Vector3(-1.0f, 1.0f, -1.0f), Color.OrangeRed),
                        new VertexPositionColor(new Vector3(1.0f, 1.0f, 1.0f), Color.OrangeRed),
                        new VertexPositionColor(new Vector3(1.0f, 1.0f, -1.0f), Color.OrangeRed),
                        new VertexPositionColor(new Vector3(-1.0f, -1.0f, -1.0f), Color.OrangeRed), // Bottom
                        new VertexPositionColor(new Vector3(1.0f, -1.0f, 1.0f), Color.OrangeRed),
                        new VertexPositionColor(new Vector3(-1.0f, -1.0f, 1.0f), Color.OrangeRed),
                        new VertexPositionColor(new Vector3(-1.0f, -1.0f, -1.0f), Color.OrangeRed),
                        new VertexPositionColor(new Vector3(1.0f, -1.0f, -1.0f), Color.OrangeRed),
                        new VertexPositionColor(new Vector3(1.0f, -1.0f, 1.0f), Color.OrangeRed),
                        new VertexPositionColor(new Vector3(-1.0f, -1.0f, -1.0f), Color.DarkOrange), // Left
                        new VertexPositionColor(new Vector3(-1.0f, -1.0f, 1.0f), Color.DarkOrange),
                        new VertexPositionColor(new Vector3(-1.0f, 1.0f, 1.0f), Color.DarkOrange),
                        new VertexPositionColor(new Vector3(-1.0f, -1.0f, -1.0f), Color.DarkOrange),
                        new VertexPositionColor(new Vector3(-1.0f, 1.0f, 1.0f), Color.DarkOrange),
                        new VertexPositionColor(new Vector3(-1.0f, 1.0f, -1.0f), Color.DarkOrange),
                        new VertexPositionColor(new Vector3(1.0f, -1.0f, -1.0f), Color.DarkOrange), // Right
                        new VertexPositionColor(new Vector3(1.0f, 1.0f, 1.0f), Color.DarkOrange),
                        new VertexPositionColor(new Vector3(1.0f, -1.0f, 1.0f), Color.DarkOrange),
                        new VertexPositionColor(new Vector3(1.0f, -1.0f, -1.0f), Color.DarkOrange),
                        new VertexPositionColor(new Vector3(1.0f, 1.0f, -1.0f), Color.DarkOrange),
                        new VertexPositionColor(new Vector3(1.0f, 1.0f, 1.0f), Color.DarkOrange)
                    }));
            ToDisposeContent(_vertices);

            _font = Content.Load<SpriteFont>("Font");
            _spriteBatch = ToDisposeContent(new SpriteBatch(GraphicsDevice));

            _inputLayout = VertexInputLayout.FromBuffer(0, _vertices);

            SetScaling(1f);

            base.LoadContent();
        }