static void Main() { if (!SharpDevice.IsDirectX11Supported()) { System.Windows.Forms.MessageBox.Show("DirectX11 Not Supported"); return; } //render form RenderForm form = new RenderForm(); form.Text = "Tutorial 13: Geometry Instancing"; //frame rate counter SharpFPS fpsCounter = new SharpFPS(); using (SharpDevice device = new SharpDevice(form)) { //load font SharpBatch font = new SharpBatch(device, "textfont.dds"); //load model from wavefront obj file SharpMesh mesh = SharpMesh.CreateNormalMappedFromObj(device, "../../../Models/dog/dog.obj"); //init shader with normal map illumination SharpShader shader = new SharpShader(device, "../../HLSL_instancing.txt", new SharpShaderDescription() { VertexShaderFunction = "VS", PixelShaderFunction = "PS" }, new InputElement[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), new InputElement("NORMAL", 0, Format.R32G32B32_Float, 12, 0), new InputElement("TANGENT", 0, Format.R32G32B32_Float, 24, 0), new InputElement("BINORMAL", 0, Format.R32G32B32_Float, 36, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 48, 0), new InputElement("INSTANCEPOSITION", 0, Format.R32G32B32_Float, 0, 1, InputClassification.PerInstanceData, 1) }); SharpShader shaderStandard = new SharpShader(device, "../../HLSL_standard.txt", new SharpShaderDescription() { VertexShaderFunction = "VS", PixelShaderFunction = "PS" }, new InputElement[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), new InputElement("NORMAL", 0, Format.R32G32B32_Float, 12, 0), new InputElement("TANGENT", 0, Format.R32G32B32_Float, 24, 0), new InputElement("BINORMAL", 0, Format.R32G32B32_Float, 36, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 48, 0) }); //create instance buffer data List <Vector3> positions = new List <Vector3>(); for (int z = 0; z < 100; z++) { for (int i = 0; i < 10; i++) { for (int j = 0; j < 10; j++) { positions.Add(new Vector3(i * 80 - 400, j * 80 - 400, z * 80 - 400)); } } } SharpInstanceBuffer <Vector3> instanceBuffer = new SharpInstanceBuffer <Vector3>(device, positions.ToArray()); //init constant buffer Buffer11 buffer = shader.CreateBuffer <Data>(); //init frame counter fpsCounter.Reset(); //to active normal mapping bool instancing = true; int instanceCount = 5000; form.KeyDown += (sender, e) => { switch (e.KeyCode) { case Keys.I: instancing = true; break; case Keys.D: instancing = false; break; case Keys.Up: instanceCount += 100; if (instanceCount >= 10000) { instanceCount = 10000; } break; case Keys.Down: instanceCount -= 100; if (instanceCount < 0) { instanceCount = 0; } break; } }; //main loop RenderLoop.Run(form, () => { //Resizing if (device.MustResize) { device.Resize(); font.Resize(); } //apply states device.UpdateAllStates(); //clear color device.Clear(Color.CornflowerBlue); //set transformation matrix float ratio = (float)form.ClientRectangle.Width / (float)form.ClientRectangle.Height; Matrix projection = Matrix.PerspectiveFovLH(3.14F / 3.0F, ratio, 1F, 50000.0F); //set camera position and target Vector3 from = new Vector3(0, 70, -1000); Vector3 to = new Vector3(0, 50, 0); Matrix view = Matrix.LookAtLH(from, to, Vector3.UnitY); //light direction Vector3 lightDirection = new Vector3(0.5f, 0, -1); lightDirection.Normalize(); if (instancing) { //Instancing rendering loop //set world matrix Matrix world = Matrix.RotationY(Environment.TickCount / 2000.0F); Data sceneInformation = new Data() { world = world, viewProjection = view * projection, lightDirection = new Vector4(lightDirection, 1), viewDirection = new Vector4(Vector3.Normalize(from - to), 1) }; //apply shader shader.Apply(); //write data inside constant buffer device.UpdateData <Data>(buffer, sceneInformation); //apply constant buffer to shader device.DeviceContext.VertexShader.SetConstantBuffer(0, buffer); device.DeviceContext.PixelShader.SetConstantBuffer(0, buffer); //draw mesh mesh.Begin(); for (int i = 0; i < mesh.SubSets.Count; i++) { device.DeviceContext.PixelShader.SetShaderResource(0, mesh.SubSets[i].DiffuseMap); device.DeviceContext.PixelShader.SetShaderResource(1, mesh.SubSets[i].NormalMap); instanceBuffer.DrawInstance(instanceCount, mesh.SubSets[i].IndexCount, mesh.SubSets[i].StartIndex); } } else { //non instancing //apply shader shaderStandard.Apply(); //apply constant buffer to shader device.DeviceContext.VertexShader.SetConstantBuffer(0, buffer); device.DeviceContext.PixelShader.SetConstantBuffer(0, buffer); //prepare mesh mesh.Begin(); for (int j = 0; j < instanceCount; j++) { //set world matrix Matrix world = Matrix.RotationY(Environment.TickCount / 2000.0F) * Matrix.Translation(positions[j]); Data sceneInformation = new Data() { world = world, viewProjection = view * projection, lightDirection = new Vector4(lightDirection, 1), viewDirection = new Vector4(Vector3.Normalize(from - to), 1) }; //write data inside constant buffer device.UpdateData <Data>(buffer, sceneInformation); //draw mesh for (int i = 0; i < mesh.SubSets.Count; i++) { device.DeviceContext.PixelShader.SetShaderResource(0, mesh.SubSets[i].DiffuseMap); device.DeviceContext.PixelShader.SetShaderResource(1, mesh.SubSets[i].NormalMap); mesh.Draw(i); } } } //begin drawing text font.Begin(); //draw string fpsCounter.Update(); font.DrawString("FPS: " + fpsCounter.FPS, 0, 0, Color.White); if (instancing) { font.DrawString("Instancing On: Press D to use standard rendering. See FPS", 0, 30, Color.White); } else { font.DrawString("Instancing Off: Press I to use Instancing. See FPS", 0, 30, Color.White); } font.DrawString("Press up and down to change count ", 0, 60, Color.White); font.DrawString("Count: " + instanceCount, 0, 90, Color.White); //flush text to view font.End(); //present device.Present(); }); //release resource font.Dispose(); mesh.Dispose(); buffer.Dispose(); shader.Dispose(); shaderStandard.Dispose(); instanceBuffer.Dispose(); } }
static void Main() { if (!SharpDevice.IsDirectX11Supported()) { System.Windows.Forms.MessageBox.Show("DirectX11 Not Supported"); return; } //render form RenderForm form = new RenderForm(); form.Text = "Tutorial 7: Loading Obj File"; //frame rate counter SharpFPS fpsCounter = new SharpFPS(); using (SharpDevice device = new SharpDevice(form)) { //load font SharpBatch font = new SharpBatch(device, "textfont.dds"); //load model from wavefront obj file SharpMesh mesh = SharpMesh.CreateFromObj(device, "../../../Models/car/car.obj"); //init shader SharpShader shader = new SharpShader(device, "../../HLSL.txt", new SharpShaderDescription() { VertexShaderFunction = "VS", PixelShaderFunction = "PS" }, new InputElement[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), new InputElement("NORMAL", 0, Format.R32G32B32_Float, 12, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 24, 0) }); //init constant buffer Buffer11 buffer = shader.CreateBuffer<Data>(); //init frame counter fpsCounter.Reset(); //main loop RenderLoop.Run(form, () => { //Resizing if (device.MustResize) { device.Resize(); font.Resize(); } //apply states device.UpdateAllStates(); //clear color device.Clear(Color.CornflowerBlue); //apply shader shader.Apply(); //set transformation matrix float ratio = (float)form.ClientRectangle.Width / (float)form.ClientRectangle.Height; Matrix projection = Matrix.PerspectiveFovLH(3.14F / 3.0F, ratio, 1F, 1000.0F); Matrix view = Matrix.LookAtLH(new Vector3(0, 10, -30), new Vector3(), Vector3.UnitY); Matrix world = Matrix.RotationY(Environment.TickCount / 1000.0F); //light direction Vector3 lightDirection = new Vector3(0.5f, 0, -1); lightDirection.Normalize(); Data sceneInformation = new Data() { world = world, worldViewProjection = world * view * projection, lightDirection = new Vector4(lightDirection, 1) }; //write data inside constant buffer device.UpdateData<Data>(buffer, sceneInformation); //apply constant buffer to shader device.DeviceContext.VertexShader.SetConstantBuffer(0, buffer); device.DeviceContext.PixelShader.SetConstantBuffer(0, buffer); //draw mesh mesh.Begin(); for (int i = 0; i < mesh.SubSets.Count; i++) { device.DeviceContext.PixelShader.SetShaderResource(0, mesh.SubSets[i].DiffuseMap); mesh.Draw(i); } //begin drawing text font.Begin(); //draw string fpsCounter.Update(); font.DrawString("FPS: " + fpsCounter.FPS, 0, 0, Color.White); //flush text to view font.End(); //present device.Present(); }); //release resource font.Dispose(); mesh.Dispose(); buffer.Dispose(); } }
static void Main() { if (!SharpDevice.IsDirectX11Supported()) { System.Windows.Forms.MessageBox.Show("DirectX11 Not Supported"); return; } //render form RenderForm form = new RenderForm(); form.Text = "Tutorial 15: Toon Shading With Multiple Render Target"; //frame rate counter SharpFPS fpsCounter = new SharpFPS(); using (SharpDevice device = new SharpDevice(form)) { //load font SharpBatch font = new SharpBatch(device, "textfont.dds"); //load model from wavefront obj file SharpMesh dogMesh = SharpMesh.CreateFromObj(device, "../../../Models/dog/dog.obj"); //quad SharpMesh quad = SharpMesh.CreateQuad(device); //init shader SharpShader firstPass = new SharpShader(device, "../../HLSL.txt", new SharpShaderDescription() { VertexShaderFunction = "VS", PixelShaderFunction = "PS" }, new InputElement[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), new InputElement("NORMAL", 0, Format.R32G32B32_Float, 12, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 24, 0) }); //second pass SharpShader secondPass = new SharpShader(device, "../../HLSL.txt", new SharpShaderDescription() { VertexShaderFunction = "VS_QUAD", PixelShaderFunction = "PS_QUAD" }, new InputElement[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), }); //render target SharpRenderTarget target = new SharpRenderTarget(device, form.ClientSize.Width, form.ClientSize.Height, Format.R8G8B8A8_UNorm); //render target SharpRenderTarget target2 = new SharpRenderTarget(device, form.ClientSize.Width, form.ClientSize.Height, Format.R8G8B8A8_UNorm); //toon texture ShaderResourceView bandTexture = ShaderResourceView.FromFile(device.Device, "../../../Models/band.bmp"); //init constant buffer Buffer11 toonConstantBuffer = firstPass.CreateBuffer <ToonData>(); //init frame counter fpsCounter.Reset(); //main loop RenderLoop.Run(form, () => { //Resizing if (device.MustResize) { device.Resize(); //render target target.Dispose(); target = new SharpRenderTarget(device, form.ClientSize.Width, form.ClientSize.Height, Format.R8G8B8A8_UNorm); //render target target2.Dispose(); target2 = new SharpRenderTarget(device, form.ClientSize.Width, form.ClientSize.Height, Format.R8G8B8A8_UNorm); font.Resize(); } //apply states device.UpdateAllStates(); //BEGIN RENDERING TO TEXTURE (MULTIPLE) device.ApplyMultipleRenderTarget(target, target2); target.Clear(Color.CornflowerBlue); target2.Clear(Color.Black); //set transformation matrix float ratio = (float)form.ClientRectangle.Width / (float)form.ClientRectangle.Height; Matrix projection = Matrix.PerspectiveFovLH(3.14F / 3.0F, ratio, 1F, 1000.0F); Vector3 from = new Vector3(0, 70, -150); Vector3 to = new Vector3(0, 50, 0); Matrix view = Matrix.LookAtLH(from, to, Vector3.UnitY); Matrix world = Matrix.RotationY(Environment.TickCount / 2000.0F); //light direction Vector3 lightDirection = new Vector3(0.5f, 0, -1); lightDirection.Normalize(); ToonData sceneInformation = new ToonData() { world = world, worldViewProjection = world * view * projection, lightDirection = new Vector4(lightDirection, 1), cameraPosition = new Vector4(from, 1) }; //apply shader firstPass.Apply(); //set toon band texture device.DeviceContext.PixelShader.SetShaderResource(1, bandTexture); //write data inside constant buffer device.UpdateData <ToonData>(toonConstantBuffer, sceneInformation); //apply constant buffer to shader device.DeviceContext.VertexShader.SetConstantBuffer(0, toonConstantBuffer); device.DeviceContext.PixelShader.SetConstantBuffer(0, toonConstantBuffer); //draw mesh dogMesh.Begin(); for (int i = 0; i < dogMesh.SubSets.Count; i++) { device.DeviceContext.PixelShader.SetShaderResource(0, dogMesh.SubSets[i].DiffuseMap); dogMesh.Draw(i); } //RENDERING TO DEVICE //Set original targets device.SetDefaultTargers(); //apply shader secondPass.Apply(); //clear color device.Clear(Color.Black); secondPass.Apply(); //set target device.DeviceContext.PixelShader.SetShaderResource(0, target.Resource); device.DeviceContext.PixelShader.SetShaderResource(1, target2.Resource); quad.Draw(); //begin drawing text font.Begin(); //draw string fpsCounter.Update(); font.DrawString("FPS: " + fpsCounter.FPS, 0, 0, Color.White); //flush text to view font.End(); //present device.Present(); }); //release resource font.Dispose(); dogMesh.Dispose(); quad.Dispose(); toonConstantBuffer.Dispose(); firstPass.Dispose(); secondPass.Dispose(); bandTexture.Dispose(); target.Dispose(); target2.Dispose(); } }
static void Main() { if (!SharpDevice.IsDirectX11Supported()) { System.Windows.Forms.MessageBox.Show("DirectX11 Not Supported"); return; } //render form RenderForm form = new RenderForm(); form.Text = "Tutorial 9: Normal Mapping"; //frame rate counter SharpFPS fpsCounter = new SharpFPS(); using (SharpDevice device = new SharpDevice(form)) { //load font SharpBatch font = new SharpBatch(device, "textfont.dds"); //load model from wavefront obj file SharpMesh mesh = SharpMesh.CreateNormalMappedFromObj(device, "../../../Models/dog/dog.obj"); //init shader with normal map illumination SharpShader shaderNormal = new SharpShader(device, "../../HLSL_normal.txt", new SharpShaderDescription() { VertexShaderFunction = "VS", PixelShaderFunction = "PS" }, new InputElement[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), new InputElement("NORMAL", 0, Format.R32G32B32_Float, 12, 0), new InputElement("TANGENT", 0, Format.R32G32B32_Float, 24, 0), new InputElement("BINORMAL", 0, Format.R32G32B32_Float, 36, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 48, 0) }); //Init shader with standard illumination SharpShader shaderStandard = new SharpShader(device, "../../HLSL_standard.txt", new SharpShaderDescription() { VertexShaderFunction = "VS", PixelShaderFunction = "PS" }, new InputElement[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), new InputElement("NORMAL", 0, Format.R32G32B32_Float, 12, 0), new InputElement("TANGENT", 0, Format.R32G32B32_Float, 24, 0), new InputElement("BINORMAL", 0, Format.R32G32B32_Float, 36, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 48, 0) }); //init constant buffer Buffer11 buffer = shaderNormal.CreateBuffer <Data>(); //init frame counter fpsCounter.Reset(); //Used for parallax mapping float bias = 0.005f; //to active normal mapping bool normalMap = true; form.KeyDown += (sender, e) => { if (e.KeyCode == Keys.A) { bias = 0.005f; } else if (e.KeyCode == Keys.S) { bias = 0; } if (e.KeyCode == Keys.N) { normalMap = true; } if (e.KeyCode == Keys.D) { normalMap = false; } }; //main loop RenderLoop.Run(form, () => { //Resizing if (device.MustResize) { device.Resize(); font.Resize(); } //apply states device.UpdateAllStates(); //clear color device.Clear(Color.CornflowerBlue); //set transformation matrix float ratio = (float)form.ClientRectangle.Width / (float)form.ClientRectangle.Height; Matrix projection = Matrix.PerspectiveFovLH(3.14F / 3.0F, ratio, 1F, 1000.0F); //set camera position and target Vector3 from = new Vector3(0, 70, -150); Vector3 to = new Vector3(0, 50, 0); Matrix view = Matrix.LookAtLH(from, to, Vector3.UnitY); //set world matrix Matrix world = Matrix.RotationY(Environment.TickCount / 2000.0F); //light direction Vector3 lightDirection = new Vector3(0.5f, 0, -1); lightDirection.Normalize(); Data sceneInformation = new Data() { world = world, worldViewProjection = world * view * projection, lightDirection = new Vector4(lightDirection, 1), viewDirection = new Vector4(Vector3.Normalize(from - to), 1), bias = new Vector4(bias, 0, 0, 0) }; //apply shader if (normalMap) { shaderNormal.Apply(); } else { shaderStandard.Apply(); } //write data inside constant buffer device.UpdateData <Data>(buffer, sceneInformation); //apply constant buffer to shader device.DeviceContext.VertexShader.SetConstantBuffer(0, buffer); device.DeviceContext.PixelShader.SetConstantBuffer(0, buffer); //draw mesh mesh.Begin(); for (int i = 0; i < mesh.SubSets.Count; i++) { device.DeviceContext.PixelShader.SetShaderResource(0, mesh.SubSets[i].DiffuseMap); device.DeviceContext.PixelShader.SetShaderResource(1, mesh.SubSets[i].NormalMap); mesh.Draw(i); } //begin drawing text font.Begin(); //draw string fpsCounter.Update(); font.DrawString("FPS: " + fpsCounter.FPS, 0, 0, Color.White); //flush text to view font.End(); //present device.Present(); }); //release resource font.Dispose(); mesh.Dispose(); buffer.Dispose(); shaderNormal.Dispose(); shaderStandard.Dispose(); } }
static void Main() { if (!SharpDevice.IsDirectX11Supported()) { System.Windows.Forms.MessageBox.Show("DirectX11 Not Supported"); return; } //render form RenderForm form = new RenderForm(); form.Text = "Tutorial 17: Query"; //frame rate counter SharpFPS fpsCounter = new SharpFPS(); using (SharpDevice device = new SharpDevice(form)) { //load font SharpBatch font = new SharpBatch(device, "textfont.dds"); //load model from wavefront obj file SharpMesh earth = SharpMesh.CreateFromObj(device, "../../../Models/planets/earth.obj"); SharpMesh moon = SharpMesh.CreateFromObj(device, "../../../Models/planets/moon.obj"); //init shader SharpShader shader = new SharpShader(device, "../../HLSL.txt", new SharpShaderDescription() { VertexShaderFunction = "VS", PixelShaderFunction = "PS" }, new InputElement[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), new InputElement("NORMAL", 0, Format.R32G32B32_Float, 12, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 24, 0) }); //init constant buffer Buffer11 buffer = shader.CreateBuffer <Data>(); Query pipelineQuery = new Query(device.Device, new QueryDescription() { Flags = QueryFlags.None, Type = QueryType.PipelineStatistics }); QueryDataPipelineStatistics stats = new QueryDataPipelineStatistics(); //init frame counter fpsCounter.Reset(); int lastX = 0; float currentAngle = 200; form.MouseMove += (sender, e) => { if (e.Button == MouseButtons.Left) { currentAngle += (lastX - e.X); } lastX = e.X; }; //main loop RenderLoop.Run(form, () => { //Resizing if (device.MustResize) { device.Resize(); font.Resize(); } //apply states device.UpdateAllStates(); //clear color device.Clear(Color.CornflowerBlue); //apply shader shader.Apply(); //apply constant buffer to shader device.DeviceContext.VertexShader.SetConstantBuffer(0, buffer); device.DeviceContext.PixelShader.SetConstantBuffer(0, buffer); //set transformation matrix float ratio = (float)form.ClientRectangle.Width / (float)form.ClientRectangle.Height; Matrix projection = Matrix.PerspectiveFovLH(3.14F / 3.0F, ratio, 1F, 1000.0F); Matrix view = Matrix.LookAtLH(new Vector3(0, 0, -250), new Vector3(), Vector3.UnitY); Matrix world = Matrix.Translation(0, 0, 200) * Matrix.RotationY(MathUtil.DegreesToRadians(currentAngle)); //light direction Vector3 lightDirection = new Vector3(0.5f, 0, -1); lightDirection.Normalize(); Data sceneInformation = new Data() { world = world, worldViewProjection = world * view * projection, lightDirection = new Vector4(lightDirection, 1) }; //write data inside constant buffer device.UpdateData <Data>(buffer, sceneInformation); //draw mesh moon.Begin(); for (int i = 0; i < moon.SubSets.Count; i++) { device.DeviceContext.PixelShader.SetShaderResource(0, moon.SubSets[i].DiffuseMap); moon.Draw(i); } //begin analizing device.DeviceContext.Begin(pipelineQuery); world = Matrix.RotationY(Environment.TickCount / 2000.0F); sceneInformation = new Data() { world = world, worldViewProjection = world * view * projection, lightDirection = new Vector4(lightDirection, 1) }; //write data inside constant buffer device.UpdateData <Data>(buffer, sceneInformation); //draw mesh earth.Begin(); for (int i = 0; i < earth.SubSets.Count; i++) { device.DeviceContext.PixelShader.SetShaderResource(0, earth.SubSets[i].DiffuseMap); earth.Draw(i); } //end analizing device.DeviceContext.End(pipelineQuery); //get result while (!device.DeviceContext.GetData <QueryDataPipelineStatistics>(pipelineQuery, AsynchronousFlags.None, out stats)) { } //begin drawing text font.Begin(); //draw string fpsCounter.Update(); font.DrawString("Earth Stats : FPS: " + fpsCounter.FPS, 0, 0, Color.White); //print earth stats font.DrawString("Earth Stats : Rotate Moon To Cover Earth ", 0, 30, Color.White); font.DrawString(string.Format("Primitive Count: {0}", stats.IAPrimitiveCount), 0, 60, Color.White); font.DrawString(string.Format("Vertex Count Count: {0}", stats.IAVerticeCount), 0, 90, Color.White); font.DrawString(string.Format("Vertex Shader Execution: {0}", stats.VSInvocationCount), 0, 120, Color.White); font.DrawString(string.Format("Pixel Shader Execution: {0}", stats.PSInvocationCount), 0, 150, Color.White); //flush text to view font.End(); //present device.Present(); }); //release resource font.Dispose(); earth.Dispose(); moon.Dispose(); buffer.Dispose(); pipelineQuery.Dispose(); } }
static void Main() { if (!SharpDevice.IsDirectX11Supported()) { System.Windows.Forms.MessageBox.Show("DirectX11 Not Supported"); return; } //render form RenderForm form = new RenderForm(); form.Text = "Tutorial 10: Render Target"; //frame rate counter SharpFPS fpsCounter = new SharpFPS(); using (SharpDevice device = new SharpDevice(form)) { //load model from wavefront obj file SharpMesh dogMesh = SharpMesh.CreateNormalMappedFromObj(device, "../../../Models/dog/dog.obj"); SharpMesh cubeMesh = SharpMesh.CreateFromObj(device, "../../../Models/cube.obj"); //init shader SharpShader phongShader = new SharpShader(device, "../../HLSL.txt", new SharpShaderDescription() { VertexShaderFunction = "VS", PixelShaderFunction = "PS" }, new InputElement[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), new InputElement("NORMAL", 0, Format.R32G32B32_Float, 12, 0), new InputElement("TANGENT", 0, Format.R32G32B32_Float, 24, 0), new InputElement("BINORMAL", 0, Format.R32G32B32_Float, 36, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 48, 0) }); SharpShader renderTargetShader = new SharpShader(device, "../../HLSL_RT.txt", new SharpShaderDescription() { VertexShaderFunction = "VS", PixelShaderFunction = "PS" }, new InputElement[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), new InputElement("NORMAL", 0, Format.R32G32B32_Float, 12, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 24, 0) }); //render target SharpRenderTarget target = new SharpRenderTarget(device, 512, 512, Format.B8G8R8A8_UNorm); //init constant buffer Buffer11 phongConstantBuffer = phongShader.CreateBuffer <PhongData>(); Buffer11 renderTargetConstantBuffer = phongShader.CreateBuffer <RenderTargetData>(); //init frame counter fpsCounter.Reset(); var capture = false; //effect inside shader int mode = 0; form.KeyDown += (sender, e) => { switch (e.KeyCode) { case Keys.D1: mode = 0; break; case Keys.D2: mode = 1; break; case Keys.D3: mode = 2; break; case Keys.D4: mode = 3; break; case Keys.D5: capture = true; break; } }; //main loop RenderLoop.Run(form, () => { //Resizing if (device.MustResize) { device.Resize(); } //apply states device.UpdateAllStates(); //BEGIN RENDERING TO TEXTURE target.Apply(); target.Clear(Color.CornflowerBlue); //set transformation matrix float ratio = (float)form.ClientRectangle.Width / (float)form.ClientRectangle.Height; Matrix projection = Matrix.PerspectiveFovLH(3.14F / 3.0F, ratio, 1F, 1000.0F); Vector3 from = new Vector3(0, 70, -150); Vector3 to = new Vector3(0, 50, 0); Matrix view = Matrix.LookAtLH(from, to, Vector3.UnitY); Matrix world = Matrix.RotationY(Environment.TickCount / 2000.0F); //light direction Vector3 lightDirection = new Vector3(0.5f, 0, -1); lightDirection.Normalize(); PhongData sceneInformation = new PhongData() { world = world, worldViewProjection = world * view * projection, lightDirection = new Vector4(lightDirection, 1), }; //apply shader phongShader.Apply(); //write data inside constant buffer device.UpdateData <PhongData>(phongConstantBuffer, sceneInformation); //apply constant buffer to shader device.DeviceContext.VertexShader.SetConstantBuffer(0, phongConstantBuffer); device.DeviceContext.PixelShader.SetConstantBuffer(0, phongConstantBuffer); //draw mesh dogMesh.Begin(); for (int i = 0; i < dogMesh.SubSets.Count; i++) { device.DeviceContext.PixelShader.SetShaderResource(0, dogMesh.SubSets[i].DiffuseMap); device.DeviceContext.PixelShader.SetShaderResource(1, dogMesh.SubSets[i].NormalMap); dogMesh.Draw(i); } //RENDERING TO DEVICE //Set original targets device.SetDefaultTargers(); if (capture) { target.ToBitmap().Save("Test.jpg"); capture = false; } //apply shader renderTargetShader.Apply(); Matrix WVP = Matrix.RotationY(Environment.TickCount / 2000.0F) * Matrix.LookAtLH(new Vector3(7, 10, -13), new Vector3(), Vector3.UnitY) * projection; device.UpdateData <RenderTargetData>(renderTargetConstantBuffer, new RenderTargetData() { worldViewProjection = WVP, data = new Vector4(mode, 0, 0, 0) }); //clear color device.Clear(Color.Black); renderTargetShader.Apply(); //apply constant buffer to shader device.DeviceContext.VertexShader.SetConstantBuffer(0, renderTargetConstantBuffer); device.DeviceContext.PixelShader.SetConstantBuffer(0, renderTargetConstantBuffer); //set target device.DeviceContext.PixelShader.SetShaderResource(0, target.Resource); cubeMesh.Draw(); //begin drawing text device.Font.Begin(); //draw string fpsCounter.Update(); device.Font.DrawString("FPS: " + fpsCounter.FPS, 0, 0); device.Font.DrawString("Press 1 To 4 to change Effect", 0, 30); //flush text to view device.Font.End(); //present device.Present(); }); //release resource dogMesh.Dispose(); cubeMesh.Dispose(); phongConstantBuffer.Dispose(); renderTargetConstantBuffer.Dispose(); phongShader.Dispose(); renderTargetShader.Dispose(); } }
static void Main() { if (!SharpDevice.IsDirectX11Supported()) { System.Windows.Forms.MessageBox.Show("DirectX11 Not Supported"); return; } //render form RenderForm form = new RenderForm(); form.Text = "Tutorial 16: Environment Mapping"; //frame rate counter SharpFPS fpsCounter = new SharpFPS(); using (SharpDevice device = new SharpDevice(form)) { //load font SharpBatch font = new SharpBatch(device, "textfont.dds"); //load model from wavefront obj file SharpMesh teapot = SharpMesh.CreateFromObj(device, "../../../Models/teapot.obj"); //init shader SharpShader cubeMapPass = new SharpShader(device, "../../HLSL.txt", new SharpShaderDescription() { VertexShaderFunction = "VS", GeometryShaderFunction = "GS", PixelShaderFunction = "PS" }, new InputElement[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), new InputElement("NORMAL", 0, Format.R32G32B32_Float, 12, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 24, 0) }); //second pass SharpShader standard = new SharpShader(device, "../../HLSL.txt", new SharpShaderDescription() { VertexShaderFunction = "VS_SECOND", PixelShaderFunction = "PS_SECOND" }, new InputElement[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), new InputElement("NORMAL", 0, Format.R32G32B32_Float, 12, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 24, 0) }); //second pass SharpShader reflection = new SharpShader(device, "../../HLSL.txt", new SharpShaderDescription() { VertexShaderFunction = "VS_SECOND", PixelShaderFunction = "PS_REFLECTION" }, new InputElement[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), new InputElement("NORMAL", 0, Format.R32G32B32_Float, 12, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 24, 0) }); //render target SharpCubeTarget cubeTarget = new SharpCubeTarget(device, 512, Format.R8G8B8A8_UNorm); //init constant buffer Buffer11 dataConstantBuffer = cubeMapPass.CreateBuffer <Data>(); //init frame counter fpsCounter.Reset(); //main loop RenderLoop.Run(form, () => { //Resizing if (device.MustResize) { device.Resize(); font.Resize(); } //apply states device.UpdateAllStates(); //MATRICES //set transformation matrix float ratio = (float)form.ClientRectangle.Width / (float)form.ClientRectangle.Height; //90° degree with 1 ratio Matrix projection = Matrix.PerspectiveFovLH(3.14F / 2.0F, 1, 1F, 10000.0F); //camera Vector3 from = new Vector3(0, 30, 70); Vector3 to = new Vector3(0, 0, 0); Matrix view = Matrix.LookAtLH(from, to, Vector3.UnitY); Matrix world = Matrix.Translation(0, 0, 50) * Matrix.RotationY(Environment.TickCount / 1000.0F); //light direction Vector3 lightDirection = new Vector3(0.5f, 0, -1); lightDirection.Normalize(); //six axis Matrix view1 = Matrix.LookAtLH(new Vector3(), new Vector3(1, 0, 0), Vector3.UnitY); Matrix view2 = Matrix.LookAtLH(new Vector3(), new Vector3(-1, 0, 0), Vector3.UnitY); Matrix view3 = Matrix.LookAtLH(new Vector3(), new Vector3(0, 1, 0), -Vector3.UnitZ); Matrix view4 = Matrix.LookAtLH(new Vector3(), new Vector3(0, -1, 0), Vector3.UnitZ); Matrix view5 = Matrix.LookAtLH(new Vector3(), new Vector3(0, 0, 1), Vector3.UnitY); Matrix view6 = Matrix.LookAtLH(new Vector3(), new Vector3(0, 0, -1), Vector3.UnitY); //BEGIN RENDERING TO CUBE TEXTURE cubeTarget.Apply(); cubeTarget.Clear(Color.CornflowerBlue); Data sceneInformation = new Data() { world = world, worldViewProjection = world * view * projection, lightDirection = new Vector4(lightDirection, 1), cameraPosition = new Vector4(from, 1), mat1 = world * view1 * projection, mat2 = world * view2 * projection, mat3 = world * view3 * projection, mat4 = world * view4 * projection, mat5 = world * view5 * projection, mat6 = world * view6 * projection }; //write data inside constant buffer device.UpdateData <Data>(dataConstantBuffer, sceneInformation); //apply shader cubeMapPass.Apply(); //apply constant buffer to shader device.DeviceContext.VertexShader.SetConstantBuffer(0, dataConstantBuffer); device.DeviceContext.GeometryShader.SetConstantBuffer(0, dataConstantBuffer); device.DeviceContext.PixelShader.SetConstantBuffer(0, dataConstantBuffer); //draw mesh teapot.Begin(); for (int i = 0; i < teapot.SubSets.Count; i++) { device.DeviceContext.PixelShader.SetShaderResource(0, teapot.SubSets[i].DiffuseMap); teapot.Draw(i); } //RENDERING TO DEVICE //Set original targets device.SetDefaultTargers(); //clear color device.Clear(Color.Blue); //apply shader standard.Apply(); //set target device.DeviceContext.PixelShader.SetShaderResource(1, cubeTarget.Resource); projection = Matrix.PerspectiveFovLH(3.14F / 3.0F, ratio, 1, 10000.0F); sceneInformation = new Data() { world = world, worldViewProjection = world * view * projection, lightDirection = new Vector4(lightDirection, 1), cameraPosition = new Vector4(from, 1), mat1 = world * view1 * projection, mat2 = world * view2 * projection, mat3 = world * view3 * projection, mat4 = world * view4 * projection, mat5 = world * view5 * projection, mat6 = world * view6 * projection }; //write data inside constant buffer device.UpdateData <Data>(dataConstantBuffer, sceneInformation); //room teapot.Begin(); for (int i = 0; i < teapot.SubSets.Count; i++) { device.DeviceContext.PixelShader.SetShaderResource(0, teapot.SubSets[i].DiffuseMap); teapot.Draw(i); } //apply shader reflection.Apply(); sceneInformation = new Data() { world = Matrix.Identity, worldViewProjection = view * projection, lightDirection = new Vector4(lightDirection, 1), cameraPosition = new Vector4(from, 1), mat1 = Matrix.Identity, mat2 = Matrix.Identity, mat3 = Matrix.Identity, mat4 = Matrix.Identity, mat5 = Matrix.Identity, mat6 = Matrix.Identity }; //write data inside constant buffer device.UpdateData <Data>(dataConstantBuffer, sceneInformation); //draw mesh teapot.Begin(); for (int i = 0; i < teapot.SubSets.Count; i++) { device.DeviceContext.PixelShader.SetShaderResource(0, teapot.SubSets[i].DiffuseMap); teapot.Draw(i); } //begin drawing text font.Begin(); //draw string fpsCounter.Update(); font.DrawString("FPS: " + fpsCounter.FPS, 0, 0, Color.White); //flush text to view font.End(); //present device.Present(); }); //release resource font.Dispose(); teapot.Dispose(); dataConstantBuffer.Dispose(); cubeMapPass.Dispose(); standard.Dispose(); reflection.Dispose(); cubeTarget.Dispose(); } }