コード例 #1
0
ファイル: FDxDesignLinePass.cs プロジェクト: whztt07/MoCross
        //============================================================
        public override void DrawRenderable(FDxRegion region, FDxRenderable renderable, FDxEffect effect)
        {
            // 设置顶点缓冲
            FDxGeometry geometry = renderable as FDxGeometry;

            effect.NativeEffect.GetVariableByName("_modelMatrix").AsMatrix().SetMatrix(renderable.Matrix.Native);
            effect.NativeEffect.GetVariableByName("_viewMatrix").AsMatrix().SetMatrix(region.Camera.Matrix.Native);
            effect.NativeEffect.GetVariableByName("_projectionMatrix").AsMatrix().SetMatrix(region.Camera.Viewport.Matrix);
            effect.NativeEffect.GetVariableByName("_cameraPosition").AsVector().Set(new Vector3(region.Camera.Position.X, region.Camera.Position.Y, region.Camera.Position.Z));
            effect.NativeEffect.GetVariableByName("_lightPosition").AsVector().Set(new Vector3(region.LightDirectional.Position.X, region.LightDirectional.Position.Y, region.LightDirectional.Position.Z));
            effect.NativeEffect.GetVariableByName("_lightDirection").AsVector().Set(new Vector3(region.LightDirectional.Camera.Direction.X, region.LightDirectional.Camera.Direction.Y, region.LightDirectional.Camera.Direction.Z));
            _device.NativeDevice.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            _device.NativeDevice.InputAssembler.SetVertexBuffers(0, renderable.VertexBuffer.NativeBuffers);
            _device.NativeDevice.InputAssembler.SetIndexBuffer(renderable.FaceBuffer.NativeBuffer, Format.R32_UInt, 0);
            int textureCount = geometry.Material.Textures.Count;

            for (int i = 0; i < textureCount; i++)
            {
                FDxTexture texture = geometry.Material.Textures[i];
                if (null != texture)
                {
                    string textureName = "_texture" + RString.FirstUpper(texture.TypeName);
                    effect.NativeEffect.GetVariableByName(textureName).AsResource().SetResource(texture.NativeResource);
                }
            }
            effect.NativePass.Apply(_device.NativeDevice);
            _device.NativeDevice.DrawIndexed(renderable.FaceBuffer.count, 0, 0);
        }
コード例 #2
0
ファイル: FDrGrowingMap.cs プロジェクト: whztt07/MoCross
        //============================================================
        public FDxBufferedTexture ExportTexture(string importFileName)
        {
            // 获得图片大小
            Bitmap bmp = new Bitmap(importFileName);

            _size.Set(bmp.Width, bmp.Height);
            bmp.Dispose();
            // 生成目标
            Form        form   = new Form();
            FDxDevice3D device = RDxCore.Adapter.CreateDevice(form.Handle, _size.Width, _size.Height);

            device.ModeWireFrame = false;
            // 设置几何体
            FDxRegion region = new FDxRegion();
            // 渲染几何体
            FDxTechnique       technique = RDxCore.TechniqueConsole.Get(device, "growing");
            FDrGrowingGeometry geometry  = new FDrGrowingGeometry();

            geometry.Device = device;
            geometry.LoadResource();
            // 绘制结果
            region.Renderables.Push(geometry);
            // 设置目标
            FDxBufferedTexture texture = new FDxBufferedTexture();

            texture.Device = device;
            texture.Create(_size.Width, _size.Height);
            // 绘制目标
            FDxTexture originTexture = new FDxTexture();

            originTexture.Device = device;
            originTexture.LoadFile(importFileName);
            geometry.Material.Textures.Push(originTexture);
            // 绘制目标
            FDxTexture importTexture = new FDxTexture();

            importTexture.Device = device;
            importTexture.LoadFile(importFileName);
            geometry.Material.Textures.Push(importTexture);
            MemoryStream stream = new MemoryStream();

            for (int n = 0; n < _borderCount; n++)
            {
                device.SetRenderTarget(texture);
                // 绘制目标
                technique.Draw(region);
                device.SetRenderTarget();
                // 复制渲染目标为开始
                //importTexture.CopyFrom(texture);
                texture.SaveStream(stream);
                importTexture.LoadStream(stream);
            }
            // 保存内容
            return(texture);
        }
コード例 #3
0
ファイル: FDxGrowingPass.cs プロジェクト: whztt07/MoCross
        //============================================================
        // <T>绘制区域内所有节点集合。</T>
        //
        // @param p:region 区域
        //============================================================
        public override void DrawRenderable(FDxRegion region, FDxRenderable renderable, FDxEffect effect)
        {
            // 设置顶点缓冲
            FDxGeometry geometry = renderable as FDxGeometry;

            _device.NativeDevice.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            _device.NativeDevice.InputAssembler.SetVertexBuffers(0, renderable.VertexBuffer.NativeBuffers);
            _device.NativeDevice.InputAssembler.SetIndexBuffer(renderable.FaceBuffer.NativeBuffer, Format.R32_UInt, 0);
            FDxTexture orignTexture = renderable.Material.Textures[0];
            FDxTexture texture      = renderable.Material.Textures[1];

            effect.NativeEffect.GetVariableByName("_textureSize").AsVector().Set(new Vector2(texture.Size.Width, texture.Size.Height));
            effect.NativeEffect.GetVariableByName("_textureOrigin").AsResource().SetResource(orignTexture.NativeResource);
            effect.NativeEffect.GetVariableByName("_textureColor").AsResource().SetResource(texture.NativeResource);
            effect.NativePass.Apply(_device.NativeDevice);
            _device.NativeDevice.DrawIndexed(renderable.FaceBuffer.count, 0, 0);
        }
コード例 #4
0
        //============================================================
        public override void DrawRenderable(FDxRegion region, FDxRenderable renderable, FDxEffect effect)
        {
            if (renderable.IsUi)
            {
                return;
            }
            // 设置输入数据缓冲
            _device.NativeDevice.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            _device.NativeDevice.InputAssembler.SetVertexBuffers(0, renderable.VertexBuffer.NativeBuffers);
            _device.NativeDevice.InputAssembler.SetIndexBuffer(renderable.FaceBuffer.NativeBuffer, Format.R32_UInt, 0);
            // 设置渲染对象参数
            Vector4 flags = new Vector4(renderable.IsSelected ? 1 : 0, renderable.IsUi ? 1 : 0, 0, 0);
            // 设置渲染对象参数
            FDxGeometry geometry = renderable as FDxGeometry;
            FDxMaterial material = geometry.Material;

            effect.NativeEffect.GetVariableByName("_flags").AsVector().Set(new Vector4(renderable.Id, 0, 0, 0));
            effect.NativeEffect.GetVariableByName("_status").AsVector().Set(flags);
            effect.SetMatrix("_modelMatrix", renderable.ModelMatrix);
            effect.SetNativeMatrix("_viewMatrix", region.Camera.Matrix.Native);
            effect.SetNativeMatrix("_projectionMatrix", region.Camera.Viewport.Matrix);
            effect.NativeEffect.GetVariableByName("_projectionMatrix").AsMatrix().SetMatrix(region.Camera.Viewport.Matrix);
            effect.NativeEffect.GetVariableByName("_cameraPosition").AsVector().Set(new Vector3(region.Camera.Position.X, region.Camera.Position.Y, region.Camera.Position.Z));
            effect.NativeEffect.GetVariableByName("_lightPosition").AsVector().Set(new Vector3(region.LightDirectional.Position.X, region.LightDirectional.Position.Y, region.LightDirectional.Position.Z));
            effect.NativeEffect.GetVariableByName("_lightDirection").AsVector().Set(new Vector3(region.LightDirectional.Camera.Direction.X, region.LightDirectional.Camera.Direction.Y, region.LightDirectional.Camera.Direction.Z));
            // 设置渲染材质参数
            effect.NativeEffect.GetVariableByName("_ambientColor").AsVector().Set(new Vector4(material.AmbientColor.R, material.AmbientColor.G, material.AmbientColor.B, material.AmbientColor.A));
            effect.NativeEffect.GetVariableByName("_diffuseColor").AsVector().Set(new Vector4(material.DiffuseColor.R, material.DiffuseColor.G, material.DiffuseColor.B, material.DiffuseColor.A));
            effect.NativeEffect.GetVariableByName("_specularColor").AsVector().Set(new Vector4(material.SpecularColor.R, material.SpecularColor.G, material.SpecularColor.B, material.SpecularColor.A));
            // 设置纹理列表
            int textureCount = geometry.Material.Textures.Count;

            for (int i = 0; i < textureCount; i++)
            {
                FDxTexture texture = geometry.Material.Textures[i];
                if (null != texture)
                {
                    string textureName = "_texture" + RString.FirstUpper(texture.TypeName);
                    effect.NativeEffect.GetVariableByName(textureName).AsResource().SetResource(texture.NativeResource);
                }
            }
            // 提交效果设置
            effect.NativePass.Apply(_device.NativeDevice);
            // 绘制几何体
            _device.NativeDevice.DrawIndexed(renderable.FaceBuffer.count, 0, 0);
        }