public void CanSetAndGetMatrix() { // Arrange. var device = new Device(); var description = new BufferDescription { SizeInBytes = Utilities.SizeOf <Matrix>() }; var buffer = new Buffer(device, description); var matrix = Matrix.LookAtRH(new Vector3(1, 2, 3), Vector3.ForwardRH, Vector3.Up); // Act. device.ImmediateContext.SetBufferData(buffer, ref matrix); Matrix retrievedMatrix; buffer.GetData(out retrievedMatrix, 0, Utilities.SizeOf <Matrix>()); // Assert. Assert.That(retrievedMatrix, Is.EqualTo(matrix)); }
public override WriteableBitmap Initialize(Device device) { const int width = 600; const int height = 400; // Create device and swap chain. var swapChainPresenter = new WpfSwapChainPresenter(); _swapChain = device.CreateSwapChain(width, height, swapChainPresenter); _deviceContext = device.ImmediateContext; // Create RenderTargetView from the backbuffer. var backBuffer = Texture2D.FromSwapChain(_swapChain, 0); _renderTargetView = device.CreateRenderTargetView(backBuffer); // Create the depth buffer var depthBuffer = device.CreateTexture2D(new Texture2DDescription { ArraySize = 1, MipLevels = 1, Width = width, Height = height, BindFlags = BindFlags.DepthStencil }); // Create the depth buffer view _depthView = device.CreateDepthStencilView(depthBuffer); // Compile Vertex and Pixel shaders var vertexShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/MiniCubeTexture/MiniCubeTexture.fx", "VS", "vs_4_0"); var vertexShader = device.CreateVertexShader(vertexShaderByteCode); var pixelShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/MiniCubeTexture/MiniCubeTexture.fx", "PS", "ps_4_0"); var pixelShader = device.CreatePixelShader(pixelShaderByteCode); // Layout from VertexShader input signature var layout = device.CreateInputLayout( new[] { new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 0, 16) }, vertexShaderByteCode); // Instantiate Vertex buiffer from vertex data var vertices = device.CreateBuffer(new BufferDescription(BindFlags.VertexBuffer), new[] { // 3D coordinates UV Texture coordinates -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, // Front -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, // BACK 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, // Top -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, // Bottom 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, // Left -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, // Right 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f }); // Create Constant Buffer _constantBuffer = device.CreateBuffer(new BufferDescription { SizeInBytes = Utilities.SizeOf <Matrix>(), BindFlags = BindFlags.ConstantBuffer }); // Load texture and create sampler var textureStream = _resourceLoader.GetStream( "Modules/SampleBrowser/Samples/MiniCubeTexture/GeneticaMortarlessBlocks.jpg", GetType().Assembly.FullName); var texture = TextureLoader.CreateTextureFromStream(device, textureStream); var textureView = device.CreateShaderResourceView(texture); var sampler = device.CreateSamplerState(new SamplerStateDescription { Filter = Filter.MinMagMipPoint, AddressU = TextureAddressMode.Wrap, AddressV = TextureAddressMode.Wrap, AddressW = TextureAddressMode.Wrap, BorderColor = Color4.Black, ComparisonFunction = Comparison.Never, MaximumAnisotropy = 16, MipLodBias = 0, MinimumLod = 0, MaximumLod = 16, }); // Prepare all the stages _deviceContext.InputAssembler.InputLayout = layout; _deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; _deviceContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, 0, Utilities.SizeOf <Vector4>() + Utilities.SizeOf <Vector2>())); _deviceContext.VertexShader.SetConstantBuffers(0, _constantBuffer); _deviceContext.VertexShader.Shader = vertexShader; _deviceContext.PixelShader.Shader = pixelShader; _deviceContext.PixelShader.SetSamplers(0, sampler); _deviceContext.PixelShader.SetShaderResources(0, textureView); // Setup targets and viewport for rendering _deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, width, height, 0.0f, 1.0f)); _deviceContext.OutputMerger.SetTargets(_depthView, _renderTargetView); // Prepare matrices _view = Matrix.LookAtLH(new Vector3(0, 0, -5), Vector3.Zero, Vector3.UnitY); _projection = Matrix.PerspectiveFovLH(MathUtil.PiOverFour, width / (float)height, 0.1f, 100.0f); return(swapChainPresenter.Bitmap); }
public ImageGenerator(IResourceManager resourceLoader) { const int width = 400; const int height = 400; // Create device and swap chain. _device = new Device(); var swapChainPresenter = new WpfSwapChainPresenter(); _swapChain = _device.CreateSwapChain(width, height, swapChainPresenter); _outputBitmap = swapChainPresenter.Bitmap; _deviceContext = _device.ImmediateContext; // Create RenderTargetView from the backbuffer. var backBuffer = Texture2D.FromSwapChain(_swapChain, 0); _renderTargetView = _device.CreateRenderTargetView(backBuffer); // Create the depth buffer var depthBuffer = _device.CreateTexture2D(new Texture2DDescription { ArraySize = 1, MipLevels = 1, Width = width, Height = height, BindFlags = BindFlags.DepthStencil }); // Create the depth buffer view _depthView = _device.CreateDepthStencilView(depthBuffer); // Compile Vertex and Pixel shaders var vertexShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/TechDemos/Resources/TextureSampling/Texture.fx", "VS", "vs_4_0"); var vertexShader = _device.CreateVertexShader(vertexShaderByteCode); var pixelShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/TechDemos/Resources/TextureSampling/Texture.fx", "PS", "ps_4_1"); var pixelShader = _device.CreatePixelShader(pixelShaderByteCode); // Layout from VertexShader input signature var layout = _device.CreateInputLayout( new[] { new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 0, 16) }, vertexShaderByteCode); // Instantiate Vertex buiffer from vertex data var vertices = _device.CreateBuffer(new BufferDescription(BindFlags.VertexBuffer), new[] { // 3D coordinates UV Texture coordinates -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, // Front -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, // BACK 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, // Top -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, // Bottom 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, // Left -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, // Right 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f }); // Create Constant Buffer _constantBuffer = _device.CreateBuffer(new BufferDescription { SizeInBytes = Utilities.SizeOf <Matrix>(), BindFlags = BindFlags.ConstantBuffer }); // Load texture and create sampler var textureStream = resourceLoader.GetStream( "Modules/SampleBrowser/TechDemos/Resources/TextureSampling/CorrodedTiles.png", GetType().Assembly.FullName); var texture = TextureLoader.CreateTextureFromStream(_device, textureStream); var textureView = _device.CreateShaderResourceView(texture); // Prepare all the stages _deviceContext.InputAssembler.InputLayout = layout; _deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; _deviceContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, 0, Utilities.SizeOf <Vector4>() + Utilities.SizeOf <Vector2>())); _deviceContext.VertexShader.SetConstantBuffers(0, _constantBuffer); _deviceContext.VertexShader.Shader = vertexShader; _deviceContext.PixelShader.Shader = pixelShader; _deviceContext.PixelShader.SetShaderResources(0, textureView); // Setup targets and viewport for rendering _deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, _outputBitmap.PixelWidth, _outputBitmap.PixelHeight, 0.0f, 1.0f)); _deviceContext.OutputMerger.SetTargets(_depthView, _renderTargetView); // Prepare matrices _view = Matrix.LookAtRH(new Vector3(0.7f, 0, -1.7f), Vector3.BackwardRH, Vector3.UnitY); _projection = Matrix.PerspectiveFovRH(MathUtil.PiOverFour, _outputBitmap.PixelWidth / (float)_outputBitmap.PixelHeight, 0.1f, 100.0f); }
/// <summary> /// Create meshes and add vertex and index buffers. /// </summary> private void AddVertexData( Model model, Scene scene, Node node, Device device, ref Matrix transform) { var previousTransform = transform; transform = Matrix.Multiply(previousTransform, node.Transform.ToMatrix()); // Also calculate inverse transpose matrix for normal/tangent/bitagent transformation. var invTranspose = transform; invTranspose.Invert(); invTranspose.Transpose(); if (node.HasMeshes) { foreach (int index in node.MeshIndices) { // Get a mesh from the scene. Mesh mesh = scene.Meshes[index]; // Create new mesh to add to model. var modelMesh = new ModelMesh(); model.AddMesh(modelMesh); // If mesh has a material extract the diffuse texture, if present. Material material = scene.Materials[mesh.MaterialIndex]; if (material != null && material.GetTextureCount(TextureType.Diffuse) > 0) { TextureSlot aiTexture = material.GetTexture(TextureType.Diffuse, 0); using (var fileStream = File.OpenRead(_modelPath + "\\" + Path.GetFileName(aiTexture.FilePath))) { var texture = _textureLoadHandler(_device, fileStream); modelMesh.AddTextureDiffuse(device, texture); } } // Determine the elements in the vertex. bool hasTexCoords = mesh.HasTextureCoords(0); bool hasColors = mesh.HasVertexColors(0); bool hasNormals = mesh.HasNormals; bool hasTangents = mesh.Tangents != null; bool hasBitangents = mesh.BiTangents != null; // Create vertex element list. var vertexElements = new InputElement[GetNumberOfInputElements(mesh)]; uint elementIndex = 0; vertexElements[elementIndex++] = new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0); var vertexSize = (short)Utilities.SizeOf <Vector3>(); if (hasColors) { vertexElements[elementIndex++] = new InputElement("COLOR", 0, Format.R8G8B8A8_UInt, 0, vertexSize); vertexSize += (short)Utilities.SizeOf <Color>(); } if (hasNormals) { vertexElements[elementIndex++] = new InputElement("NORMAL", 0, Format.R32G32B32_Float, 0, vertexSize); vertexSize += (short)Utilities.SizeOf <Vector3>(); } if (hasTangents) { vertexElements[elementIndex++] = new InputElement("TANGENT", 0, Format.R32G32B32_Float, 0, vertexSize); vertexSize += (short)Utilities.SizeOf <Vector3>(); } if (hasBitangents) { vertexElements[elementIndex++] = new InputElement("BITANGENT", 0, Format.R32G32B32_Float, 0, vertexSize); vertexSize += (short)Utilities.SizeOf <Vector3>(); } if (hasTexCoords) { vertexElements[elementIndex++] = new InputElement("TEXCOORD", 0, Format.R32G32_Float, 0, vertexSize); vertexSize += (short)Utilities.SizeOf <Vector2>(); } //set the vertex elements and size modelMesh.InputElements = vertexElements; modelMesh.VertexSize = vertexSize; //get pointers to vertex data Vector3D[] positions = mesh.Vertices; Vector3D[] texCoords = mesh.GetTextureCoords(0); Vector3D[] normals = mesh.Normals; Vector3D[] tangents = mesh.Tangents; Vector3D[] biTangents = mesh.BiTangents; Color4D[] colours = mesh.GetVertexColors(0); //also determine primitive type switch (mesh.PrimitiveType) { case PrimitiveType.Point: modelMesh.PrimitiveTopology = PrimitiveTopology.PointList; break; case PrimitiveType.Line: modelMesh.PrimitiveTopology = PrimitiveTopology.LineList; break; case PrimitiveType.Triangle: modelMesh.PrimitiveTopology = PrimitiveTopology.TriangleList; break; default: throw new Exception("ModelLoader::AddVertexData(): Unknown primitive type"); } // Create new vertex buffer. var vertexBuffer = device.CreateBuffer( new BufferDescription { BindFlags = BindFlags.VertexBuffer, SizeInBytes = mesh.VertexCount * vertexSize }); int byteOffset = 0; for (int i = 0; i < mesh.VertexCount; i++) { { // Add position, after transforming it with accumulated node transform. Vector4 tempResult; Vector3 pos = positions[i].ToVector3(); Vector3.Transform(ref pos, ref transform, out tempResult); var result = new Vector3(tempResult.X, tempResult.Y, tempResult.Z); device.ImmediateContext.SetBufferData(vertexBuffer, ref result, byteOffset); byteOffset += Vector3.SizeInBytes; } if (hasColors) { var vertColor = colours[i].ToColor(); device.ImmediateContext.SetBufferData(vertexBuffer, ref vertColor, byteOffset); byteOffset += 4; } if (hasNormals) { var normal = normals[i].ToVector3(); Vector4 tempResult; Vector3.Transform(ref normal, ref invTranspose, out tempResult); var result = new Vector3(tempResult.X, tempResult.Y, tempResult.Z); device.ImmediateContext.SetBufferData(vertexBuffer, ref result, byteOffset); byteOffset += Vector3.SizeInBytes; } if (hasTangents) { var tangent = tangents[i].ToVector3(); Vector4 tempResult; Vector3.Transform(ref tangent, ref invTranspose, out tempResult); var result = new Vector3(tempResult.X, tempResult.Y, tempResult.Z); device.ImmediateContext.SetBufferData(vertexBuffer, ref result, byteOffset); byteOffset += Vector3.SizeInBytes; } if (hasBitangents) { var biTangent = biTangents[i].ToVector3(); Vector4 tempResult; Vector3.Transform(ref biTangent, ref invTranspose, out tempResult); var result = new Vector3(tempResult.X, tempResult.Y, tempResult.Z); device.ImmediateContext.SetBufferData(vertexBuffer, ref result, byteOffset); byteOffset += Vector3.SizeInBytes; } if (hasTexCoords) { var result = new Vector2(texCoords[i].X, 1 - texCoords[i].Y); device.ImmediateContext.SetBufferData(vertexBuffer, ref result, byteOffset); byteOffset += Vector2.SizeInBytes; } } // Add it to the mesh. modelMesh.VertexBuffer = vertexBuffer; modelMesh.VertexCount = mesh.VertexCount; modelMesh.PrimitiveCount = mesh.FaceCount; // Get pointer to indices data. var indices = mesh.GetIndices(); // Create new index buffer. var indexBuffer = device.CreateBuffer( new BufferDescription { BindFlags = BindFlags.IndexBuffer, SizeInBytes = indices.Length * sizeof(uint) }, indices); // Add it to the mesh. modelMesh.IndexBuffer = indexBuffer; modelMesh.IndexCount = indices.Length; } } // If node has more children process them as well. for (var i = 0; i < node.ChildCount; i++) { AddVertexData(model, scene, node.Children[i], device, ref transform); } transform = previousTransform; }
public override WriteableBitmap Initialize(Device device) { const int width = 400; const int height = 300; // Create device and swap chain. var swapChainPresenter = new WpfSwapChainPresenter(); _swapChain = device.CreateSwapChain(width, height, swapChainPresenter); _deviceContext = device.ImmediateContext; // Create RenderTargetView from the backbuffer. var backBuffer = Texture2D.FromSwapChain(_swapChain, 0); _renderTargetView = device.CreateRenderTargetView(backBuffer); // Create the depth buffer var depthBuffer = device.CreateTexture2D(new Texture2DDescription { ArraySize = 1, MipLevels = 1, Width = width, Height = height, BindFlags = BindFlags.DepthStencil }); // Create the depth buffer view _depthView = device.CreateDepthStencilView(depthBuffer); // Compile Vertex and Pixel shaders var vertexShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/MiniCube/MiniCube.fx", "VS", "vs_4_0"); var vertexShader = device.CreateVertexShader(vertexShaderByteCode); var pixelShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/MiniCube/MiniCube.fx", "PS", "ps_4_0"); var pixelShader = device.CreatePixelShader(pixelShaderByteCode); // Layout from VertexShader input signature var layout = device.CreateInputLayout( new[] { new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0), new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 0) }, vertexShaderByteCode); // Instantiate Vertex buffer from vertex data var vertices = device.CreateBuffer(new BufferDescription(BindFlags.VertexBuffer), new[] { new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), // Front new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), new Vector4(1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), new Vector4(1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), new Vector4(1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), // BACK new Vector4(1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), new Vector4(1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), new Vector4(1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), // Top new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), // Bottom new Vector4(1.0f, -1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), new Vector4(1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), new Vector4(1.0f, -1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), // Left new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), new Vector4(1.0f, -1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), // Right new Vector4(1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), new Vector4(1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), new Vector4(1.0f, -1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f) }); // Create Constant Buffer _constantBuffer = device.CreateBuffer(new BufferDescription { SizeInBytes = Utilities.SizeOf <Matrix>(), BindFlags = BindFlags.ConstantBuffer }); // Prepare all the stages _deviceContext.InputAssembler.InputLayout = layout; _deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; _deviceContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, 0, Utilities.SizeOf <Vector4>() * 2)); _deviceContext.VertexShader.SetConstantBuffers(0, _constantBuffer); _deviceContext.VertexShader.Shader = vertexShader; _deviceContext.PixelShader.Shader = pixelShader; // Setup targets and viewport for rendering _deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, width, height, 0.0f, 1.0f)); _deviceContext.OutputMerger.SetTargets(_depthView, _renderTargetView); // Prepare matrices _view = Matrix.LookAtLH(new Vector3(0, 0, -5), Vector3.Zero, Vector3.UnitY); _projection = Matrix.PerspectiveFovLH(MathUtil.PiOverFour, width / (float)height, 0.1f, 100.0f); return(swapChainPresenter.Bitmap); }