public void Initialize()
        {
            Direct3D = new Direct3D();
            Device = new Device(Direct3D, 0, DeviceType.Hardware, dxViewport.Handle, CreateFlags.HardwareVertexProcessing, new PresentParameters(dxViewport.Width, dxViewport.Height));
            Device.SetTransform(TransformState.Projection, Matrix.OrthoLH(dxViewport.Width, dxViewport.Height, -1, 1));
            Device.SetRenderState(RenderState.AlphaBlendEnable, true);
            Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha);
            Device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha);

            Content = new ContentManager(Device);
            spriteBatch = new SpriteBatch(Device, Content);

            Initialized = true;
        }
Exemple #2
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        public static void Main()
        {
            var form = new RenderForm("SimpleD3D9 by C#")
            {
                ClientSize = new Size(1024, 768)
            };

            var device = new D3D9Device(
                new Direct3D(),
                CUDADevice.Default.ID,
                DeviceType.Hardware,
                form.Handle,
                CreateFlags.HardwareVertexProcessing,
                new PresentParameters(form.ClientSize.Width, form.ClientSize.Height));

            var vertices = new VertexBuffer(device, Utilities.SizeOf <Vector4>() * Total, Usage.WriteOnly,
                                            VertexFormat.None, Pool.Default);

            var vertexElems = new []
            {
                new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Position, 0),
                new VertexElement(0, 12, DeclarationType.Ubyte4, DeclarationMethod.Default, DeclarationUsage.Color, 0),
                VertexElement.VertexDeclarationEnd
            };

            var vertexDecl = new VertexDeclaration(device, vertexElems);

            var worker  = Worker.CreateByFunc(() => Generate(device));
            var updater = new SimpleD3D9(GPUModuleTarget.Worker(worker));

            var view = Matrix.LookAtLH(
                new Vector3(0.0f, 3.0f, -2.0f), // the camera position
                new Vector3(0.0f, 0.0f, 0.0f),  // the look-at position
                new Vector3(0.0f, 1.0f, 0.0f)); // the up direction

            var proj = Matrix.PerspectiveFovLH(
                (float)(Math.PI / 4.0), // the horizontal field of view
                1.0f,
                1.0f,
                100.0f);

            device.SetTransform(TransformState.View, view);
            device.SetTransform(TransformState.Projection, proj);
            device.SetRenderState(RenderState.Lighting, false);

            var vbres = RegisterVerticesResource(vertices);
            var clock = System.Diagnostics.Stopwatch.StartNew();

            RenderLoop.Run(form, () =>
            {
                var time = (float)(clock.Elapsed.TotalMilliseconds) / 300.0f;
                updater.Update(vbres, time);

                // Now normal D3D9 rendering procedure.
                device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, new ColorBGRA(0, 40, 100, 0), 1.0f, 0);
                device.BeginScene();

                device.VertexDeclaration = vertexDecl;
                device.SetStreamSource(0, vertices, 0, Utilities.SizeOf <Vector4>());
                // we use PointList as the graphics primitives
                device.DrawPrimitives(SharpDX.Direct3D9.PrimitiveType.PointList, 0, Total);

                device.EndScene();
                device.Present();
            });

            UnregisterVerticesResource(vbres);

            updater.Dispose();
            worker.Dispose();
            vertexDecl.Dispose();
            vertices.Dispose();
            device.Dispose();
            form.Dispose();
        }
        public static void Main()
        {
            var form = new RenderForm("SimpleD3D9 by C#") { ClientSize = new Size(1024, 768) };

            var device = new D3D9Device(
                new Direct3D(),
                CUDADevice.Default.ID,
                DeviceType.Hardware,
                form.Handle,
                CreateFlags.HardwareVertexProcessing,
                new PresentParameters(form.ClientSize.Width, form.ClientSize.Height));

            var vertices = new VertexBuffer(device, Utilities.SizeOf<Vector4>()*Total, Usage.WriteOnly,
                VertexFormat.None, Pool.Default);

            var vertexElems = new []
            {
                new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Position, 0),
                new VertexElement(0, 12, DeclarationType.Ubyte4, DeclarationMethod.Default, DeclarationUsage.Color, 0),
                VertexElement.VertexDeclarationEnd
            };

            var vertexDecl = new VertexDeclaration(device, vertexElems);

            var worker = Worker.CreateByFunc(() => Generate(device));
            var updater = new SimpleD3D9(GPUModuleTarget.Worker(worker));

            var view = Matrix.LookAtLH(
                new Vector3(0.0f, 3.0f, -2.0f), // the camera position
                new Vector3(0.0f, 0.0f, 0.0f),  // the look-at position
                new Vector3(0.0f, 1.0f, 0.0f)); // the up direction

            var proj = Matrix.PerspectiveFovLH(
                (float) (Math.PI/4.0), // the horizontal field of view
                1.0f,
                1.0f,
                100.0f);

            device.SetTransform(TransformState.View, view);
            device.SetTransform(TransformState.Projection, proj);
            device.SetRenderState(RenderState.Lighting, false);

            var vbres = RegisterVerticesResource(vertices);
            var clock = System.Diagnostics.Stopwatch.StartNew();

            RenderLoop.Run(form, () =>
            {
                var time = (float) (clock.Elapsed.TotalMilliseconds)/300.0f;
                updater.Update(vbres, time);

                // Now normal D3D9 rendering procedure.
                device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, new ColorBGRA(0, 40, 100, 0), 1.0f, 0);
                device.BeginScene();

                device.VertexDeclaration = vertexDecl;
                device.SetStreamSource(0, vertices, 0, Utilities.SizeOf<Vector4>());
                // we use PointList as the graphics primitives
                device.DrawPrimitives(SharpDX.Direct3D9.PrimitiveType.PointList, 0, Total);

                device.EndScene();
                device.Present();
            });

            UnregisterVerticesResource(vbres);

            updater.Dispose();
            worker.Dispose();
            vertexDecl.Dispose();
            vertices.Dispose();
            device.Dispose();
            form.Dispose();
        }
        public void RenderSur(SharpDX.Direct3D9.Device device, List <ModelViewForm.MeshGroup> meshgroups)
        {
            var colors = new SharpDX.Color[]
            {
                new SharpDX.Color(180, 180, 180, 50),
                new SharpDX.Color(180, 148, 62, 50),
                new SharpDX.Color(114, 124, 206, 50),
                new SharpDX.Color(96, 168, 98, 50),
                new SharpDX.Color(193, 92, 165, 50),
                new SharpDX.Color(203, 90, 76, 50)
            };

            device.SetTexture(0, null);
            device.SetTransform(TransformState.World, SharpDX.Matrix.Identity);

            device.SetTextureStageState(0, TextureStage.ColorOperation, TextureOperation.SelectArg2);
            device.SetTextureStageState(0, TextureStage.ColorArg2, TextureArgument.TFactor);
            device.SetTextureStageState(0, TextureStage.AlphaOperation, TextureOperation.SelectArg2);
            device.SetTextureStageState(0, TextureStage.AlphaArg2, TextureArgument.TFactor);

            Dictionary <uint, SharpDX.Matrix> meshgrouptransforms = new Dictionary <uint, SharpDX.Matrix>();

            foreach (var m in meshgroups)
            {
                var k = Utilities.FLModelCRC(m.Name);
                if (meshgrouptransforms.ContainsKey(k))
                {
                    continue;
                }
                else
                {
                    meshgrouptransforms[k] = m.Transform;
                }
            }

            int c = 0;

            foreach (var m in Meshes)
            {
                if (meshgrouptransforms.ContainsKey(m.MeshId))
                {
                    device.SetTransform(TransformState.World, meshgrouptransforms[m.MeshId]);
                }
                else
                {
                    device.SetTransform(TransformState.World, SharpDX.Matrix.Identity);
                }

                List <SharpDX.Vector3> tmpVertices = new List <SharpDX.Vector3>();
                List <int>             tmpTri      = new List <int>();

                foreach (var ss in m.SurfaceSections)
                {
                    foreach (var vert in ss.Vertices)
                    {
                        tmpVertices.Add(new SharpDX.Vector3(vert.X, vert.Y, vert.Z));
                    }

                    foreach (var tg in ss.TriangleGroups)
                    {
                        foreach (var tri in tg.Triangles)
                        {
                            foreach (var i in tri.Indices)
                            {
                                tmpTri.Add(i.VertexId);
                                System.Diagnostics.Debug.Assert(i.VertexId < tmpVertices.Count);
                            }
                        }
                    }
                }

                var color = colors[c % colors.Length];
                device.SetRenderState(RenderState.TextureFactor, color.ToRgba());

                device.DrawIndexedUserPrimitives(SharpDX.Direct3D9.PrimitiveType.TriangleList,
                                                 0, tmpVertices.Count, tmpTri.Count / 3, tmpTri.ToArray(), SharpDX.Direct3D9.Format.Index32, tmpVertices.ToArray());

                c++;
            }
        }