/// <summary> /// Function to initialize the example and prepare the required components. /// </summary> private static void Initialize() { // We will need to access the graphics device in order to use compute functionality, so we'll use the first usable device in the system. // Find out which devices we have installed in the system. IReadOnlyList <IGorgonVideoAdapterInfo> deviceList = GorgonGraphics.EnumerateAdapters(); Console.WriteLine("Enumerating video devices..."); IGorgonVideoAdapterInfo firstDevice = deviceList.FirstOrDefault(item => item.FeatureSet >= FeatureSet.Level_12_0); // If a device with a feature set of at least 12.0 not found, then we cannot run this example. The compute engine requires a minimum // of feature level 12.0 to run. if (firstDevice == null) { Console.ForegroundColor = ConsoleColor.Yellow; Console.WriteLine("No Level 12.0 or better adapters found in the system. This example requires a FeatureLevel 12.0 or better adapter."); Console.ResetColor(); return; } Console.WriteLine($"Using the '{firstDevice.Name}' video device.\n"); // We have to create a graphics interface to allow the compute engine to communicate with the GPU. _graphics = new GorgonGraphics(firstDevice); // We will also need to compile a compute shader so we can actually perform the work. Console.WriteLine("Compiling the compute shader (SimpleCompute)..."); _computeShader = GorgonShaderFactory.Compile <GorgonComputeShader>(_graphics, Resources.ComputeShader, "SimpleCompute"); // Finally, the star of the show, the compute engine. Console.WriteLine("Creating compute engine..."); _engine = new GorgonComputeEngine(_graphics); }
/// <summary> /// Function to create the primary graphics interface. /// </summary> /// <returns>A new graphics interface, or <b>null</b> if a suitable video device was not found on the system.</returns> /// <remarks> /// <para> /// This method will create a new graphics interface for our application to use. It will select the video device with the most suitable depth buffer available, and if it cannot find a suitable /// device, it will indicate that by returning <b>null</b>. /// </para> /// </remarks> private static GorgonGraphics CreateGraphicsInterface() { GorgonGraphics graphics = null; BufferFormat[] depthFormats = { BufferFormat.D32_Float, BufferFormat.D32_Float_S8X24_UInt, BufferFormat.D24_UNorm_S8_UInt, BufferFormat.D16_UNorm }; // Find out which devices we have installed in the system. IReadOnlyList <IGorgonVideoAdapterInfo> deviceList = GorgonGraphics.EnumerateAdapters(); if (deviceList.Count == 0) { GorgonDialogs.ErrorBox(_mainForm, "There are no suitable video adapters available in the system. This example is unable to continue and will now exit."); return(null); } int depthFormatIndex = 0; int selectedDeviceIndex = 0; IGorgonVideoAdapterInfo selectedDevice = null; _selectedVideoMode = new GorgonVideoMode(Settings.Default.Resolution.Width, Settings.Default.Resolution.Height, BufferFormat.R8G8B8A8_UNorm); while (selectedDeviceIndex < deviceList.Count) { // Reset back to a 32 bit floating point depth. _depthFormat = depthFormats[depthFormatIndex++]; // Destroy the previous interface. graphics?.Dispose(); // Create the main graphics interface. graphics = new GorgonGraphics(deviceList[selectedDeviceIndex++]); // Validate depth buffer for this device. // Odds are good that if this fails, you should probably invest in a better video card. Preferably something created after 2005. if (!graphics.FormatSupport[_depthFormat].IsDepthBufferFormat) { continue; } selectedDevice = graphics.VideoAdapter; break; } // If, somehow, we are on a device from the dark ages, then we can't continue. if (selectedDevice != null) { return(graphics); } GorgonDialogs.ErrorBox(_mainForm, $"The selected video device ('{deviceList[0].Name}') does not support a 32, 24 or 16 bit depth buffer."); return(null); }
/// <summary> /// Raises the <see cref="E:System.Windows.Forms.Form.Load"></see> event. /// </summary> /// <param name="e">An <see cref="T:System.EventArgs"></see> that contains the event data.</param> protected override void OnLoad(EventArgs e) { base.OnLoad(e); GorgonExample.ShowStatistics = false; Cursor.Current = Cursors.WaitCursor; try { Show(); Application.DoEvents(); // Initialize Gorgon // Set it up so that we won't be rendering in the background, but allow the screensaver to activate. IReadOnlyList <IGorgonVideoAdapterInfo> adapters = GorgonGraphics.EnumerateAdapters(log: GorgonApplication.Log); if (adapters.Count == 0) { throw new GorgonException(GorgonResult.CannotCreate, "No suitable video adapter found in the system.\nGorgon requires a minimum of a Direct3D 11.4 capable video device."); } _graphics = new GorgonGraphics(adapters[0]); // Set the video mode. ClientSize = new Size(640, 400); _screen = new GorgonSwapChain(_graphics, this, new GorgonSwapChainInfo("FunWithShapes SwapChain") { Width = ClientSize.Width, Height = ClientSize.Height, Format = BufferFormat.R8G8B8A8_UNorm }); _screen.AfterSwapChainResized += Screen_AfterSwapChainResized; _graphics.SetRenderTarget(_screen.RenderTargetView); _halfSize = new DX.Size2F(_screen.Width / 2.0f, _screen.Height / 2.0f); // Create our 2D renderer so we can draw stuff. _renderer = new Gorgon2D(_graphics); LabelPleaseWait.Visible = false; GorgonExample.LoadResources(_graphics); // Draw the image. DrawAPrettyPicture(); } catch (Exception ex) { GorgonExample.HandleException(ex); GorgonApplication.Quit(); } finally { Cursor.Current = Cursors.Default; } }
/// <summary> /// Function to initialize the application. /// </summary> /// <returns>The main window for the application.</returns> private static FormMain Initialize() { GorgonExample.ResourceBaseDirectory = new DirectoryInfo(Settings.Default.ResourceLocation); FormMain window = GorgonExample.Initialize(new DX.Size2(Settings.Default.Resolution.Width, Settings.Default.Resolution.Height), "Fonts"); try { IReadOnlyList <IGorgonVideoAdapterInfo> videoDevices = GorgonGraphics.EnumerateAdapters(log: GorgonApplication.Log); if (videoDevices.Count == 0) { throw new GorgonException(GorgonResult.CannotCreate, "Gorgon requires at least a Direct3D 11.4 capable video device.\nThere is no suitable device installed on the system."); } // Find the best video device. _graphics = new GorgonGraphics(videoDevices.OrderByDescending(item => item.FeatureSet).First()); _screen = new GorgonSwapChain(_graphics, window, new GorgonSwapChainInfo("Gorgon2D Effects Example Swap Chain") { Width = Settings.Default.Resolution.Width, Height = Settings.Default.Resolution.Height, Format = BufferFormat.R8G8B8A8_UNorm }); // Tell the graphics API that we want to render to the "screen" swap chain. _graphics.SetRenderTarget(_screen.RenderTargetView); // Initialize the renderer so that we are able to draw stuff. _renderer = new Gorgon2D(_graphics); // Load our logo. GorgonExample.LoadResources(_graphics); // We need to create a font factory so we can create/load (and cache) fonts. _fontFactory = new GorgonFontFactory(_graphics); // Create our fonts. GenerateGorgonFonts(LoadTrueTypeFonts(window), window); // Build our text sprite. _text = new GorgonTextSprite(_fontFactory.DefaultFont, Resources.Lorem_Ipsum) { LineSpace = 0 }; return(window); } finally { GorgonExample.EndInit(); } }
/// <summary> /// Function to initialize the application. /// </summary> /// <returns>The main window for the application.</returns> private static FormMain Initialize() { GorgonExample.ResourceBaseDirectory = new DirectoryInfo(Settings.Default.ResourceLocation); FormMain window = GorgonExample.Initialize(new DX.Size2(Settings.Default.Resolution.Width, Settings.Default.Resolution.Height), "Polygonal Sprites"); try { IReadOnlyList <IGorgonVideoAdapterInfo> videoDevices = GorgonGraphics.EnumerateAdapters(log: GorgonApplication.Log); if (videoDevices.Count == 0) { throw new GorgonException(GorgonResult.CannotCreate, "Gorgon requires at least a Direct3D 11.4 capable video device.\nThere is no suitable device installed on the system."); } // Find the best video device. _graphics = new GorgonGraphics(videoDevices.OrderByDescending(item => item.FeatureSet).First()); _screen = new GorgonSwapChain(_graphics, window, new GorgonSwapChainInfo("Gorgon2D Effects Example Swap Chain") { Width = Settings.Default.Resolution.Width, Height = Settings.Default.Resolution.Height, Format = BufferFormat.R8G8B8A8_UNorm }); // Tell the graphics API that we want to render to the "screen" swap chain. _graphics.SetRenderTarget(_screen.RenderTargetView); // Initialize the renderer so that we are able to draw stuff. _renderer = new Gorgon2D(_graphics); _texture = GorgonTexture2DView.FromFile(_graphics, GetResourcePath(@"Textures\PolySprites\Ship.png"), new GorgonCodecPng(), new GorgonTexture2DLoadOptions { Binding = TextureBinding.ShaderResource, Name = "Ship Texture", Usage = ResourceUsage.Immutable }); GorgonExample.LoadResources(_graphics); CreateSprites(); return(window); } finally { GorgonExample.EndInit(); } }
/// <summary> /// Raises the <see cref="E:System.Windows.Forms.Form.Load" /> event. /// </summary> /// <param name="e">An <see cref="T:System.EventArgs" /> that contains the event data.</param> protected override void OnLoad(EventArgs e) { base.OnLoad(e); Cursor.Current = Cursors.WaitCursor; try { // Find out which devices we have installed in the system. IReadOnlyList <IGorgonVideoAdapterInfo> deviceList = GorgonGraphics.EnumerateAdapters(); if (deviceList.Count == 0) { GorgonDialogs.ErrorBox(this, "There are no suitable video adapters available in the system. This example is unable to continue and will now exit."); GorgonApplication.Quit(); return; } _graphics = new GorgonGraphics(deviceList[0]); _renderer = new GraphicsRenderer(_graphics); _renderer.SetPanel(PanelDisplay); // Load the compute shader. #if DEBUG _sobelShader = GorgonShaderFactory.Compile <GorgonComputeShader>(_graphics, Resources.ComputeShader, "SobelCS", true); #else _sobelShader = GorgonShaderFactory.Compile <GorgonComputeShader>(_graphics, Resources.ComputeShader, "SobelCS"); #endif _sobel = new Sobel(_graphics, _sobelShader); GorgonApplication.IdleMethod = Idle; } catch (Exception ex) { GorgonExample.HandleException(ex); GorgonApplication.Quit(); } finally { Cursor.Current = Cursors.Default; } }
/// <summary> /// Function to initialize the application. /// </summary> /// <returns>The main window for the application.</returns> private static FormMain Initialize() { GorgonExample.ResourceBaseDirectory = new DirectoryInfo(Settings.Default.ResourceLocation); FormMain window = GorgonExample.Initialize(new DX.Size2(Settings.Default.Resolution.Width, Settings.Default.Resolution.Height), "Post Processing"); try { IReadOnlyList <IGorgonVideoAdapterInfo> videoDevices = GorgonGraphics.EnumerateAdapters(log: GorgonApplication.Log); if (videoDevices.Count == 0) { throw new GorgonException(GorgonResult.CannotCreate, "Gorgon requires at least a Direct3D 11.4 capable video device.\nThere is no suitable device installed on the system."); } // Find the best video device. _graphics = new GorgonGraphics(videoDevices.OrderByDescending(item => item.FeatureSet).First()); _screen = new GorgonSwapChain(_graphics, window, new GorgonSwapChainInfo("Gorgon2D Effects Example Swap Chain") { Width = Settings.Default.Resolution.Width, Height = Settings.Default.Resolution.Height, Format = BufferFormat.R8G8B8A8_UNorm }); // Tell the graphics API that we want to render to the "screen" swap chain. _graphics.SetRenderTarget(_screen.RenderTargetView); // Initialize the renderer so that we are able to draw stuff. _renderer = new Gorgon2D(_graphics); GorgonExample.LoadResources(_graphics); // Load the Gorgon logo to show in the lower right corner. var ddsCodec = new GorgonCodecDds(); // Import the images we'll use in our post process chain. if (!LoadImageFiles(ddsCodec)) { return(window); } // Initialize the effects that we'll use for compositing, and the compositor itself. InitializeEffects(); // Set up our quick and dirty GUI. _buttons = new Button[_compositor.Passes.Count]; LayoutGUI(); // Select a random image to start _currentImage = GorgonRandom.RandomInt32(0, _images.Length - 1); window.KeyUp += Window_KeyUp; window.MouseUp += Window_MouseUp; window.MouseMove += Window_MouseMove; window.MouseDown += Window_MouseDown; window.IsLoaded = true; return(window); } finally { GorgonExample.EndInit(); } }
/// <summary> /// Function to initialize the application. /// </summary> /// <returns>The main window.</returns> private static FormMain Initialize() { // Create our form and center on the primary monitor. FormMain window = GorgonExample.Initialize(new DX.Size2(1280, 800), "Gorgon MiniTri"); try { // First we create and enumerate the list of video devices installed in the computer. // We must do this in order to tell Gorgon which video device we intend to use. Note that this method may be quite slow (particularly when running DEBUG versions of // Direct 3D). To counter this, this object and its Enumerate method are thread safe so this can be run in the background while keeping the main UI responsive. // Find out which devices we have installed in the system. // If no suitable device was found (no Direct 3D 12.0 support) in the computer, this method will throw an exception. However, if it succeeds, then the devices object // will be populated with the IGorgonVideoDeviceInfo for each video device in the system. // // Using this method, we could also enumerate the software rasterizer. These devices are typically used to determine if there's a driver error, and can be terribly slow to render // It is recommended that these only be used in diagnostic scenarios only. IReadOnlyList <IGorgonVideoAdapterInfo> deviceList = GorgonGraphics.EnumerateAdapters(); if (deviceList.Count == 0) { throw new NotSupportedException("There are no suitable video adapters available in the system. This example is unable to continue and will now exit."); } // Now we create the main graphics interface with the first applicable video device. _graphics = new GorgonGraphics(deviceList[0]); // Check to ensure that we can support the format required for our swap chain. // If a video device can't support this format, then the odds are good it won't render anything. Since we're asking for a very common display format, this will // succeed nearly 100% of the time (unless you've somehow gotten an ancient video device to work with Direct 3D 11.1). Regardless, it's good form to the check for a // working display format prior to setting up the swap chain. // // This method is also used to determine if a format can be used for other objects (e.g. a texture, render target, etc...) Like the swap chain format, this is also a // best practice to check if the object you're creating supports the desired format. if ((_graphics.FormatSupport[BufferFormat.R8G8B8A8_UNorm].FormatSupport & BufferFormatSupport.Display) != BufferFormatSupport.Display) { // We should never see this unless you've performed some form of black magic. GorgonDialogs.ErrorBox(window, "We should not see this error."); return(window); } // Finally, create a swap chain to display our output. // In this case we're setting up our swap chain to bind with our main window, and we use its client size to determine the width/height of the swap chain back buffers. // This width/height does not need to be the same size as the window, but, except for some scenarios, that would produce undesirable image quality. _swap = new GorgonSwapChain(_graphics, window, new GorgonSwapChainInfo("Main Swap Chain") { Format = BufferFormat.R8G8B8A8_UNorm, Width = window.ClientSize.Width, Height = window.ClientSize.Height }) { DoNotAutoResizeBackBuffer = true }; // Create the shaders used to render the triangle. // These shaders provide transformation and coloring for the output pixel data. CreateShaders(); // Set up our input layout. // // We'll be using this to describe to Direct 3D how the elements of a vertex is laid out in memory. // In order to provide synchronization between the layout on the CPU side and the GPU side, we have to pass the vertex shader because it will contain the vertex // layout to match with our C# input layout. _inputLayout = GorgonInputLayout.CreateUsingType <MiniTriVertex>(_graphics, _vertexShader); // Set up the triangle vertices. CreateVertexBuffer(); // Set up the constant buffer. // // This is used (but could be used for more) to transform the vertex data from 3D space into 2D space. CreateConstantBuffer(window); // This defines where to send the pixel data when rendering. For now, this goes to our swap chain. _graphics.SetRenderTarget(_swap.RenderTargetView); // Create our draw call. // // This will pass all the necessary information to the GPU to render the triangle // // Since draw calls are immutable objects, we use builders to create them (and any pipeline state). Once a draw // call is built, it cannot be changed (except for the vertex, and if applicable, index, and instance ranges). // // Builders work on a fluent interface. Much like LINQ and can be used to create multiple draw calls from the same // builder. var drawCallBuilder = new GorgonDrawCallBuilder(); var pipelineStateBuilder = new GorgonPipelineStateBuilder(_graphics); _drawCall = drawCallBuilder.VertexBuffer(_inputLayout, _vertexBuffer) .VertexRange(0, 3) .ConstantBuffer(ShaderType.Vertex, _constantBuffer) .PipelineState(pipelineStateBuilder .PixelShader(_pixelShader) .VertexShader(_vertexShader) .RasterState(GorgonRasterState.NoCulling)) .Build(); GorgonExample.LoadResources(_graphics); return(window); } finally { GorgonExample.EndInit(); } }
/// <summary> /// Function to initialize the application. /// </summary> private static async Task InitializeAsync(FormMain window) { try { GorgonExample.ResourceBaseDirectory = new DirectoryInfo(Settings.Default.ResourceLocation); GorgonExample.PlugInLocationDirectory = new DirectoryInfo(Settings.Default.PlugInLocation); // Load our packed file system plug in. window.UpdateStatus("Loading plugins..."); IGorgonPlugInService plugIns = await Task.Run(() => { _assemblyCache = new GorgonMefPlugInCache(GorgonApplication.Log); _assemblyCache.LoadPlugInAssemblies(GorgonExample.GetPlugInPath().FullName, "Gorgon.FileSystem.GorPack.dll"); return(new GorgonMefPlugInService(_assemblyCache)); }); window.UpdateStatus("Initializing graphics..."); // Retrieve the list of video adapters. We can do this on a background thread because there's no interaction between other threads and the // underlying D3D backend yet. IReadOnlyList <IGorgonVideoAdapterInfo> videoDevices = await Task.Run(() => GorgonGraphics.EnumerateAdapters(log: GorgonApplication.Log)); if (videoDevices.Count == 0) { throw new GorgonException(GorgonResult.CannotCreate, "Gorgon requires at least a Direct3D 11.4 capable video device.\nThere is no suitable device installed on the system."); } // Find the best video device. _graphics = new GorgonGraphics(videoDevices.OrderByDescending(item => item.FeatureSet).First()); _screen = new GorgonSwapChain(_graphics, window, new GorgonSwapChainInfo("Gorgon2D Space Scene Example") { Width = Settings.Default.Resolution.Width, Height = Settings.Default.Resolution.Height, Format = BufferFormat.R8G8B8A8_UNorm }); // Create a secondary render target for our scene. We use 16 bit floating point for the effect fidelity. // We'll lock our resolution to 1920x1080 (pretty common resolution for most people). _mainRtv = GorgonRenderTarget2DView.CreateRenderTarget(_graphics, new GorgonTexture2DInfo("Main RTV") { Width = (int)_baseResolution.X, Height = (int)_baseResolution.Y, Format = BufferFormat.R16G16B16A16_Float, Binding = TextureBinding.ShaderResource }); _mainSrv = _mainRtv.GetShaderResourceView(); _mainRtvAspect = _mainRtv.Width < _mainRtv.Height ? new DX.Vector2(1, (float)_mainRtv.Height / _mainRtv.Width) : new DX.Vector2((float)_mainRtv.Width / _mainRtv.Height, 1); // Initialize the renderer so that we are able to draw stuff. _renderer = new Gorgon2D(_graphics); // Set up our raw input. _input = new GorgonRawInput(window, GorgonApplication.Log); _keyboard = new GorgonRawKeyboard(); _keyboard.KeyUp += Keyboard_KeyUp; _input.RegisterDevice(_keyboard); GorgonExample.LoadResources(_graphics); // Now for the fun stuff, load our asset resources. We can load this data by mounting a directory (which I did while developing), or use a packed file. // // The resource manager will hold all the data we need for the scene. Including 3D meshes, post processing effects, etc... _resources = new ResourceManagement(_renderer, plugIns); _resources.Load(Path.Combine(GorgonExample.GetResourcePath(@"FileSystems").FullName, "SpaceScene.gorPack")); window.UpdateStatus("Loading resources..."); await _resources.LoadResourcesAsync(); SetupScene(); // Build up a font to use for rendering any GUI text. _helpFont = GorgonExample.Fonts.GetFont(new GorgonFontInfo("Segoe UI", 10.0f, FontHeightMode.Points, "Segoe UI 10pt") { OutlineSize = 2, Characters = (Resources.Instructions + "S:1234567890x").Distinct().ToArray(), FontStyle = FontStyle.Bold, AntiAliasingMode = FontAntiAliasMode.AntiAlias, OutlineColor1 = GorgonColor.Black, OutlineColor2 = GorgonColor.Black }); _textSprite = new GorgonTextSprite(_helpFont) { Position = new DX.Vector2(0, 64), DrawMode = TextDrawMode.OutlinedGlyphs, Color = GorgonColor.YellowPure }; GorgonExample.ShowStatistics = true; // Set the idle here. We don't want to try and render until we're done loading. GorgonApplication.IdleMethod = Idle; } finally { GorgonExample.EndInit(); } }
/// <summary> /// Function used to initialize the application. /// </summary> private static void Initialize() { GorgonExample.ResourceBaseDirectory = new DirectoryInfo(Settings.Default.ResourceLocation); // Build the form so we can actually show something. _mainForm = GorgonExample.Initialize(new DX.Size2(1280, 800), "Geometry Shaders"); try { // Now we create and enumerate the list of video devices installed in the computer. // We must do this in order to tell Gorgon which video device we intend to use. Note that this method may be quite slow (particularly when running DEBUG versions of // Direct 3D). To counter this, this object and its Enumerate method are thread safe so this can be run in the background while keeping the main UI responsive. // // If no suitable device was found (no Direct 3D 11.4 support) in the computer, this method will return an empty list. However, if it succeeds, then the devices list // will be populated with an IGorgonVideoDeviceInfo for each suitable video device in the system. // // Using this method, we could also enumerate the WARP software rasterizer, and/of the D3D Reference device (only if the DEBUG functionality provided by the Windows // SDK is installed). These devices are typically used to determine if there's a driver error, and can be terribly slow to render (reference moreso than WARP). It is // recommended that these only be used in diagnostic scenarios only. IReadOnlyList <IGorgonVideoAdapterInfo> devices = GorgonGraphics.EnumerateAdapters(log: GorgonApplication.Log); if (devices.Count == 0) { GorgonDialogs.ErrorBox(_mainForm, "This example requires a video adapter that supports Direct3D 11.4 or better."); GorgonApplication.Quit(); return; } // Now we create the main graphics interface with the first applicable video device. _graphics = new GorgonGraphics(devices[0], log: GorgonApplication.Log); // Check to ensure that we can support the format required for our swap chain. // If a video device can't support this format, then the odds are good it won't render anything. Since we're asking for a very common display format, this will // succeed nearly 100% of the time. Regardless, it's good form to the check for a working display format prior to setting up the swap chain. // // This is also used to determine if a format can be used for other objects (e.g. a texture, render target, etc...) And like the swap chain format, it is also best // practice to check if the object you're creating supports the desired format. if (!_graphics.FormatSupport[BufferFormat.R8G8B8A8_UNorm].IsDisplayFormat) { // We should never see this unless you've got some very esoteric hardware. GorgonDialogs.ErrorBox(_mainForm, "We should not see this error."); return; } // Finally, create a swap chain to display our output. // In this case we're setting up our swap chain to bind with our main window, and we use its client size to determine the width/height of the swap chain back buffers. // This width/height does not need to be the same size as the window, but, except for some scenarios, that would produce undesirable image quality. _swap = new GorgonSwapChain(_graphics, _mainForm, new GorgonSwapChainInfo("Main Swap Chain") { Format = BufferFormat.R8G8B8A8_UNorm, Width = _mainForm.ClientSize.Width, Height = _mainForm.ClientSize.Height }); // Assign events so we can update our projection with our window size. _swap.BeforeSwapChainResized += Swap_BeforeSwapChainResized; _swap.AfterSwapChainResized += Swap_AfterSwapChainResized; // We'll need a depth buffer for this example, or else our pyramid will look weird when rotating as back faces will appear through front faces. // So, first we should check for support of a proper depth/stencil format. That said, if we don't have this format, then we're likely not running hardware from the last decade or more. if (!_graphics.FormatSupport[BufferFormat.D24_UNorm_S8_UInt].IsDepthBufferFormat) { GorgonDialogs.ErrorBox(_mainForm, "A 24 bit depth buffer is required for this example."); return; } _depthStencil = GorgonDepthStencil2DView.CreateDepthStencil(_graphics, new GorgonTexture2DInfo { Format = BufferFormat.D24_UNorm_S8_UInt, Binding = TextureBinding.DepthStencil, Usage = ResourceUsage.Default, Width = _swap.Width, Height = _swap.Height }); // Load the shaders from a file on disc. LoadShaders(); // Load the texture. _texture = GorgonTexture2DView.FromFile(_graphics, Path.Combine(GorgonExample.GetResourcePath(@"Textures\GeometryShader\").FullName, "GSTexture.png"), new GorgonCodecPng()); // Create our builders so we can compose a draw call and pipeline state. _drawCallBuilder = new GorgonDrawCallBuilder(); _pipeStateBuilder = new GorgonPipelineStateBuilder(_graphics); // Create a constant buffer so we can adjust the positioning of the data. DX.Matrix.PerspectiveFovLH((65.0f).ToRadians(), (float)_swap.Width / _swap.Height, 0.125f, 1000.0f, out _projection); _vsConstants = GorgonConstantBufferView.CreateConstantBuffer(_graphics, new GorgonConstantBufferInfo("WorldProjection CBuffer") { SizeInBytes = (DX.Matrix.SizeInBytes * 2) + DX.Vector4.SizeInBytes }); _vsConstants.Buffer.SetData(ref _projection, copyMode: CopyMode.Discard); _vsConstants.Buffer.SetData(ref _worldMatrix, 64, CopyMode.NoOverwrite); // Create a draw call so we actually have something we can draw. _drawCall = _drawCallBuilder.VertexRange(0, 3) .PipelineState(_pipeStateBuilder.PixelShader(_pixelShader) .VertexShader(_bufferless) .GeometryShader(_geometryShader) .DepthStencilState(GorgonDepthStencilState.DepthEnabled)) .ShaderResource(ShaderType.Pixel, _texture) .ConstantBuffer(ShaderType.Vertex, _vsConstants) .ConstantBuffer(ShaderType.Geometry, _vsConstants) .Build(); // Finally set our swap chain as the active rendering target and the depth/stencil buffer. _graphics.SetRenderTarget(_swap.RenderTargetView, _depthStencil); GorgonExample.LoadResources(_graphics); } finally { GorgonExample.EndInit(); } }
/// <summary> /// Raises the <see cref="E:System.Windows.Forms.Form.Load"></see> event. /// </summary> /// <param name="e">An <see cref="T:System.EventArgs"></see> that contains the event data.</param> protected override void OnLoad(EventArgs e) { base.OnLoad(e); try { GorgonExample.PlugInLocationDirectory = new DirectoryInfo(Settings.Default.PlugInLocation); // Load the assembly. _assemblyCache = new GorgonMefPlugInCache(GorgonApplication.Log); // Create the plugin service. IGorgonPlugInService plugInService = new GorgonMefPlugInService(_assemblyCache); // Create the factory to retrieve gaming device drivers. var factory = new GorgonGamingDeviceDriverFactory(plugInService); // Create the raw input interface. _input = new GorgonRawInput(this, GorgonApplication.Log); // Get available gaming device driver plug ins. _assemblyCache.LoadPlugInAssemblies(GorgonExample.GetPlugInPath().FullName, "Gorgon.Input.DirectInput.dll"); _assemblyCache.LoadPlugInAssemblies(GorgonExample.GetPlugInPath().FullName, "Gorgon.Input.XInput.dll"); _drivers = factory.LoadAllDrivers(); _joystickList = new List <IGorgonGamingDevice>(); // Get all gaming devices from the drivers. foreach (IGorgonGamingDeviceDriver driver in _drivers) { IReadOnlyList <IGorgonGamingDeviceInfo> infoList = driver.EnumerateGamingDevices(true); foreach (IGorgonGamingDeviceInfo info in infoList) { IGorgonGamingDevice device = driver.CreateGamingDevice(info); // Turn off dead zones for this example. foreach (GorgonGamingDeviceAxis axis in device.Axis) { axis.DeadZone = GorgonRange.Empty; } _joystickList.Add(device); } } // Create mouse. _mouse = new GorgonRawMouse(); // Create the graphics interface. ClientSize = Settings.Default.Resolution; IReadOnlyList <IGorgonVideoAdapterInfo> adapters = GorgonGraphics.EnumerateAdapters(); _graphics = new GorgonGraphics(adapters[0], log: GorgonApplication.Log); _screen = new GorgonSwapChain(_graphics, this, new GorgonSwapChainInfo("INeedYourInput Swapchain") { Width = Settings.Default.Resolution.Width, Height = Settings.Default.Resolution.Height, Format = BufferFormat.R8G8B8A8_UNorm }); _graphics.SetRenderTarget(_screen.RenderTargetView); if (!Settings.Default.IsWindowed) { _screen.EnterFullScreen(); } // For the backup image. Used to make it as large as the monitor that we're on. var currentScreen = Screen.FromHandle(Handle); // Relocate the window to the center of the screen. Location = new Point(currentScreen.Bounds.Left + (currentScreen.WorkingArea.Width / 2) - (ClientSize.Width / 2), currentScreen.Bounds.Top + (currentScreen.WorkingArea.Height / 2) - (ClientSize.Height / 2)); // Create the 2D renderer. _2D = new Gorgon2D(_graphics); // Create the text font. var fontFactory = new GorgonFontFactory(_graphics); _font = fontFactory.GetFont(new GorgonFontInfo("Arial", 9.0f, FontHeightMode.Points, "Arial 9pt") { FontStyle = FontStyle.Bold, AntiAliasingMode = FontAntiAliasMode.AntiAlias }); // Create text sprite. _messageSprite = new GorgonTextSprite(_font, "Using mouse and keyboard (Windows Forms).") { Color = Color.Black }; // Create a back buffer. _backBuffer = GorgonRenderTarget2DView.CreateRenderTarget(_graphics, new GorgonTexture2DInfo("Backbuffer storage") { Width = _screen.Width, Height = _screen.Height, Format = _screen.Format }); _backBuffer.Clear(Color.White); _backBufferView = _backBuffer.GetShaderResourceView(); // Clear our backup image to white to match our primary screen. using (IGorgonImage image = new GorgonImage(new GorgonImageInfo(ImageType.Image2D, _screen.Format) { Width = _screen.Width, Height = _screen.Height, Format = _screen.Format })) { image.Buffers[0].Fill(0xff); _backupImage = image.ToTexture2D(_graphics, new GorgonTexture2DLoadOptions { Binding = TextureBinding.None, Usage = ResourceUsage.Staging }); } // Set gorgon events. _screen.BeforeSwapChainResized += BeforeSwapChainResized; _screen.AfterSwapChainResized += AfterSwapChainResized; // Enable the mouse. Cursor = Cursors.Cross; _mouse.MouseButtonDown += MouseInput; _mouse.MouseMove += MouseInput; _mouse.MouseWheelMove += (sender, args) => { _radius += args.WheelDelta.Sign(); if (_radius < 2.0f) { _radius = 2.0f; } if (_radius > 10.0f) { _radius = 10.0f; } }; // Set the mouse position. _mouse.Position = new Point(ClientSize.Width / 2, ClientSize.Height / 2); _noBlending = _blendBuilder.BlendState(GorgonBlendState.NoBlending) .Build(); _inverted = _blendBuilder.BlendState(GorgonBlendState.Inverted) .Build(); // Set up blending states for our pen. var blendStateBuilder = new GorgonBlendStateBuilder(); _currentBlend = _drawModulatedBlend = _blendBuilder.BlendState(blendStateBuilder .ResetTo(GorgonBlendState.Default) .DestinationBlend(alpha: Blend.One) .Build()) .Build(); _drawAdditiveBlend = _blendBuilder.BlendState(blendStateBuilder .ResetTo(GorgonBlendState.Additive) .DestinationBlend(alpha: Blend.One) .Build()) .Build(); _drawNoBlend = _blendBuilder.BlendState(blendStateBuilder .ResetTo(GorgonBlendState.NoBlending) .DestinationBlend(alpha: Blend.One) .Build()) .Build(); GorgonApplication.IdleMethod = Gorgon_Idle; } catch (ReflectionTypeLoadException refEx) { string refErr = string.Join("\n", refEx.LoaderExceptions.Select(item => item.Message)); GorgonDialogs.ErrorBox(this, refErr); } catch (Exception ex) { GorgonExample.HandleException(ex); GorgonApplication.Quit(); } }
/// <summary> /// Function to initialize the application. /// </summary> /// <returns>The main window for the application.</returns> private static FormMain Initialize() { GorgonExample.ResourceBaseDirectory = new DirectoryInfo(Settings.Default.ResourceLocation); FormMain window = GorgonExample.Initialize(new DX.Size2(Settings.Default.Resolution.Width, Settings.Default.Resolution.Height), "Animation"); try { IReadOnlyList <IGorgonVideoAdapterInfo> videoDevices = GorgonGraphics.EnumerateAdapters(log: GorgonApplication.Log); if (videoDevices.Count == 0) { throw new GorgonException(GorgonResult.CannotCreate, "Gorgon requires at least a Direct3D 11.4 capable video device.\nThere is no suitable device installed on the system."); } // Find the best video device. _graphics = new GorgonGraphics(videoDevices.OrderByDescending(item => item.FeatureSet).First()); _screen = new GorgonSwapChain(_graphics, window, new GorgonSwapChainInfo("Gorgon2D Animation Example Swap Chain") { Width = Settings.Default.Resolution.Width, Height = Settings.Default.Resolution.Height, Format = BufferFormat.R8G8B8A8_UNorm }); _target = GorgonRenderTarget2DView.CreateRenderTarget(_graphics, new GorgonTexture2DInfo(_screen.RenderTargetView, "Video Target") { Binding = TextureBinding.ShaderResource }); _targetView = _target.GetShaderResourceView(); _target.Clear(GorgonColor.CornFlowerBlue); // Load our textures. var gif = new GorgonCodecGif(decodingOptions: new GorgonGifDecodingOptions { ReadAllFrames = true }); // Find out how long to display each frame for. // We'll also convert it to milliseconds since GIF stores the delays as 1/100th of a second. _frameDelays = gif.GetFrameDelays(Path.Combine(GorgonExample.GetResourcePath(@"\Textures\Animation\").FullName, "metal.gif")) .Select(item => item / 100.0f).ToArray(); _metal = GorgonTexture2DView.FromFile(_graphics, Path.Combine(GorgonExample.GetResourcePath(@"\Textures\Animation\").FullName, "metal.gif"), gif, new GorgonTexture2DLoadOptions { Name = @"Metal \m/", Usage = ResourceUsage.Immutable, Binding = TextureBinding.ShaderResource }); _trooper = GorgonTexture2DView.FromFile(_graphics, Path.Combine(GorgonExample.GetResourcePath(@"\Textures\Animation\").FullName, "trooper.png"), new GorgonCodecPng(), new GorgonTexture2DLoadOptions { Name = "Trooper", Usage = ResourceUsage.Immutable, Binding = TextureBinding.ShaderResource }); GorgonExample.LoadResources(_graphics); _renderer = new Gorgon2D(_graphics); _animatedSprite = new GorgonSprite { Position = new DX.Vector2(_screen.Width / 2, _screen.Height / 2), Size = new DX.Size2F(_metal.Width, _metal.Height), Anchor = new DX.Vector2(0.5f, 0.5f) }; MakeAn80sMusicVideo(); // We need to set up a blend state so that the alpha in the render target doesn't get overwritten. var builder = new Gorgon2DBatchStateBuilder(); var blendBuilder = new GorgonBlendStateBuilder(); _targetBatchState = builder.BlendState(blendBuilder .ResetTo(GorgonBlendState.Default) .DestinationBlend(alpha: Blend.DestinationAlpha) .Build()) .Build(); return(window); } finally { GorgonExample.EndInit(); } }
/// <summary> /// Function to initialize the application. /// </summary> /// <returns>The main window for the application.</returns> private static FormMain Initialize() { GorgonExample.ResourceBaseDirectory = new DirectoryInfo(Settings.Default.ResourceLocation); GorgonExample.PlugInLocationDirectory = new DirectoryInfo(Settings.Default.PlugInLocation); FormMain window = GorgonExample.Initialize(new DX.Size2(Settings.Default.Resolution.Width, Settings.Default.Resolution.Height), "Depth"); try { IReadOnlyList <IGorgonVideoAdapterInfo> videoDevices = GorgonGraphics.EnumerateAdapters(log: GorgonApplication.Log); if (videoDevices.Count == 0) { throw new GorgonException(GorgonResult.CannotCreate, "Gorgon requires at least a Direct3D 11.4 capable video device.\nThere is no suitable device installed on the system."); } // Find the best video device. _graphics = new GorgonGraphics(videoDevices.OrderByDescending(item => item.FeatureSet).First()); _screen = new GorgonSwapChain(_graphics, window, new GorgonSwapChainInfo("Gorgon2D Depth Buffer Example") { Width = Settings.Default.Resolution.Width, Height = Settings.Default.Resolution.Height, Format = BufferFormat.R8G8B8A8_UNorm }); _depthBuffer = GorgonDepthStencil2DView.CreateDepthStencil(_graphics, new GorgonTexture2DInfo(_screen.RenderTargetView) { Binding = TextureBinding.DepthStencil, Format = BufferFormat.D24_UNorm_S8_UInt }); // Tell the graphics API that we want to render to the "screen" swap chain. _graphics.SetRenderTarget(_screen.RenderTargetView, _depthBuffer); // Initialize the renderer so that we are able to draw stuff. _renderer = new Gorgon2D(_graphics); GorgonExample.LoadResources(_graphics); // Load our packed file system plug in. _assemblyCache = new GorgonMefPlugInCache(GorgonApplication.Log); _assemblyCache.LoadPlugInAssemblies(GorgonExample.GetPlugInPath().FullName, "Gorgon.FileSystem.GorPack.dll"); IGorgonPlugInService plugIns = new GorgonMefPlugInService(_assemblyCache); // Load the file system containing our application data (sprites, images, etc...) IGorgonFileSystemProviderFactory providerFactory = new GorgonFileSystemProviderFactory(plugIns, GorgonApplication.Log); IGorgonFileSystemProvider provider = providerFactory.CreateProvider("Gorgon.IO.GorPack.GorPackProvider"); IGorgonFileSystem fileSystem = new GorgonFileSystem(provider, GorgonApplication.Log); // We can load the editor file system directly. // This is handy for switching a production environment where your data may be stored // as a compressed file, and a development environment where your data consists of loose // files. // fileSystem.Mount(@"D:\unpak\scratch\DeepAsAPuddle.gorPack\fs\"); // For now though, we'll load the packed file. fileSystem.Mount(Path.Combine(GorgonExample.GetResourcePath(@"FileSystems").FullName, "Depth.gorPack")); // Get our sprites. These make up the frames of animation for our Guy. // If and when there's an animation editor, we'll only need to create a single sprite and load the animation. IGorgonVirtualFile[] spriteFiles = fileSystem.FindFiles("/Sprites/", "*", true).ToArray(); // Load our sprite data (any associated textures will be loaded as well). Dictionary <string, GorgonSprite> sprites = new Dictionary <string, GorgonSprite>(StringComparer.OrdinalIgnoreCase); for (int i = 0; i < spriteFiles.Length; i++) { IGorgonVirtualFile file = spriteFiles[i]; (GorgonSprite sprite, GorgonTexture2D texture) = fileSystem.LoadSprite(_renderer, file.FullPath); // The LoadSprite extension method will automatically find and load your associated texture if you're using // a Gorgon editor file system. So it's important that you leep track of your textures, disposing of just // the associated GorgonTexture2DView won't cut it here, so you'll need to dispose the actual texture resource // when you're done with it. if (!_textures.Contains(texture)) { _textures.Add(texture); } // At super duper resolution, the example graphics would be really hard to see, so we'll scale them up. sprite.Scale = new DX.Vector2((_screen.Width / (_screen.Height / 2)) * 2.0f); sprites[file.Name] = sprite; } _snowTile = sprites["Snow"]; _snowTile.Depth = 0.5f; _icicle = sprites["Icicle"]; _icicle.Depth = 0.2f; _guySprite = sprites["Guy_Up_0"]; _guySprite.Depth = 0.1f; _guyPosition = new DX.Vector2(_screen.Width / 2 + _guySprite.ScaledSize.Width * 1.25f, _screen.Height / 2 + _guySprite.ScaledSize.Height); BuildAnimations(sprites); } finally { GorgonExample.EndInit(); } return(window); }
/// <summary> /// Raises the <see cref="E:System.Windows.Forms.Form.Load" /> event. /// </summary> /// <param name="e">An <see cref="T:System.EventArgs" /> that contains the event data.</param> protected override void OnLoad(EventArgs e) { base.OnLoad(e); Cursor.Current = Cursors.WaitCursor; try { GorgonExample.ResourceBaseDirectory = new DirectoryInfo(Settings.Default.ResourceLocation); // Load the custom codec. if (!LoadCodec()) { GorgonDialogs.ErrorBox(this, "Unable to load the image codec plug in."); GorgonApplication.Quit(); return; } // Set up the graphics interface. // Find out which devices we have installed in the system. IReadOnlyList <IGorgonVideoAdapterInfo> deviceList = GorgonGraphics.EnumerateAdapters(); if (deviceList.Count == 0) { GorgonDialogs.ErrorBox(this, "There are no suitable video adapters available in the system. This example is unable to continue and will now exit."); GorgonApplication.Quit(); return; } _graphics = new GorgonGraphics(deviceList[0]); _swap = new GorgonSwapChain(_graphics, this, new GorgonSwapChainInfo("Codec PlugIn SwapChain") { Width = ClientSize.Width, Height = ClientSize.Height, Format = BufferFormat.R8G8B8A8_UNorm }); _graphics.SetRenderTarget(_swap.RenderTargetView); // Load the image to use as a texture. IGorgonImageCodec png = new GorgonCodecPng(); _image = png.LoadFromFile(Path.Combine(GorgonExample.GetResourcePath(@"Textures\CodecPlugIn\").FullName, "SourceTexture.png")); GorgonExample.LoadResources(_graphics); ConvertImage(); GorgonApplication.IdleMethod = Idle; } catch (Exception ex) { GorgonExample.HandleException(ex); GorgonApplication.Quit(); } finally { Cursor.Current = Cursors.Default; } }
/// <summary> /// Function to initialize the application. /// </summary> /// <returns>The main window for the application.</returns> private static FormMain Initialize() { GorgonExample.ResourceBaseDirectory = new DirectoryInfo(Settings.Default.ResourceLocation); FormMain window = GorgonExample.Initialize(new DX.Size2(Settings.Default.Resolution.Width, Settings.Default.Resolution.Height), "Effects"); try { IReadOnlyList <IGorgonVideoAdapterInfo> videoDevices = GorgonGraphics.EnumerateAdapters(log: GorgonApplication.Log); if (videoDevices.Count == 0) { throw new GorgonException(GorgonResult.CannotCreate, "Gorgon requires at least a Direct3D 11.4 capable video device.\nThere is no suitable device installed on the system."); } // Find the best video device. _graphics = new GorgonGraphics(videoDevices.OrderByDescending(item => item.FeatureSet).First()); _screen = new GorgonSwapChain(_graphics, window, new GorgonSwapChainInfo("Gorgon2D Effects Example Swap Chain") { Width = Settings.Default.Resolution.Width, Height = Settings.Default.Resolution.Height, Format = BufferFormat.R8G8B8A8_UNorm }); _screen.BeforeSwapChainResized += Screen_BeforeSwapChainResized; _screen.AfterSwapChainResized += Screen_AfterSwapChainResized; // Tell the graphics API that we want to render to the "screen" swap chain. _graphics.SetRenderTarget(_screen.RenderTargetView); // Initialize the renderer so that we are able to draw stuff. _renderer = new Gorgon2D(_graphics); // Create the displacement effect used for the "cloaking" effect. _displacement = new Gorgon2DDisplacementEffect(_renderer) { Strength = 0 }; // Create the old film effect for that old timey look. _oldFilm = new Gorgon2DOldFilmEffect(_renderer) { ScrollSpeed = 0.05f }; // Create the gaussian blur effect for that "soft" look. _gaussBlur = new Gorgon2DGaussBlurEffect(_renderer, 9) { BlurRenderTargetsSize = new DX.Size2(_screen.Width / 2, _screen.Height / 2), BlurRadius = 1 }; // The higher # of taps on the blur shader will introduce a stutter on first render, so precache its setup data. _gaussBlur.Precache(); // Load our texture with our space background in it. _background = GorgonTexture2DView.FromFile(_graphics, Path.Combine(GorgonExample.GetResourcePath(@"Textures\").FullName, "HotPocket.dds"), new GorgonCodecDds(), new GorgonTexture2DLoadOptions { Usage = ResourceUsage.Immutable, Binding = TextureBinding.ShaderResource }); // Load up our super space ship image. _spaceShipTexture = GorgonTexture2DView.FromFile(_graphics, Path.Combine(GorgonExample.GetResourcePath(@"Textures\Effects\").FullName, "ship.png"), new GorgonCodecPng(), new GorgonTexture2DLoadOptions { Usage = ResourceUsage.Immutable, Binding = TextureBinding.ShaderResource }); _shipSprite = new GorgonSprite { Texture = _spaceShipTexture, TextureRegion = new DX.RectangleF(0, 0, 1, 1), Anchor = new DX.Vector2(0.5f, 0.5f), Position = new DX.Vector2(_screen.Width / 2.0f, _screen.Height / 2.0f), Size = new DX.Size2F(_spaceShipTexture.Width, _spaceShipTexture.Height) }; BuildRenderTargets(); InitializeBackgroundTexturePositioning(); GorgonExample.LoadResources(_graphics); window.MouseMove += Window_MouseMove; window.MouseWheel += Window_MouseWheel; window.KeyUp += Window_KeyUp; return(window); } finally { GorgonExample.EndInit(); } }
/// <summary> /// Function to initialize the application. /// </summary> /// <returns>The main form for the application.</returns> private static FormMain Initialize() { // First, create our form. FormMain result = GorgonExample.Initialize(new DX.Size2(640, 480), "Initialization"); try { result.KeyUp += MainForm_KeyUp; // Now we create and enumerate the list of video devices installed in the computer. // We must do this in order to tell Gorgon which video device we intend to use. Note that this method may be quite slow (particularly when running DEBUG versions of // Direct 3D). To counter this, this object and its Enumerate method are thread safe so this can be run in the background while keeping the main UI responsive. // // If no suitable device was found (no Direct 3D 11.4 support) in the computer, this method will return an empty list. However, if it succeeds, then the devices list // will be populated with an IGorgonVideoDeviceInfo for each suitable video device in the system. // // Using this method, we could also enumerate the WARP software rasterizer, and/of the D3D Reference device (only if the DEBUG functionality provided by the Windows // SDK is installed). These devices are typically used to determine if there's a driver error, and can be terribly slow to render (reference moreso than WARP). It is // recommended that these only be used in diagnostic scenarios only. IReadOnlyList <IGorgonVideoAdapterInfo> devices = GorgonGraphics.EnumerateAdapters(log: GorgonApplication.Log); if (devices.Count == 0) { GorgonDialogs.ErrorBox(result, "This example requires a video adapter that supports Direct3D 11.4 or better."); return(result); } // Now we create the main graphics interface with the first applicable video device. _graphics = new GorgonGraphics(devices[0], log: GorgonApplication.Log); // Check to ensure that we can support the format required for our swap chain. // If a video device can't support this format, then the odds are good it won't render anything. Since we're asking for a very common display format, this will // succeed nearly 100% of the time. Regardless, it's good form to the check for a working display format prior to setting up the swap chain. // // This is also used to determine if a format can be used for other objects (e.g. a texture, render target, etc...) And like the swap chain format, it is also best // practice to check if the object you're creating supports the desired format. if (!_graphics.FormatSupport[BufferFormat.R8G8B8A8_UNorm].IsDisplayFormat) { // We should never see this unless you've got some very esoteric hardware. GorgonDialogs.ErrorBox(result, "We should not see this error."); return(result); } // Finally, create a swap chain to display our output. // In this case we're setting up our swap chain to bind with our main window, and we use its client size to determine the width/height of the swap chain back buffers. // This width/height does not need to be the same size as the window, but, except for some scenarios, that would produce undesirable image quality. _swap = new GorgonSwapChain(_graphics, result, new GorgonSwapChainInfo("Main Swap Chain") { Format = BufferFormat.R8G8B8A8_UNorm, Width = result.ClientSize.Width, Height = result.ClientSize.Height }); // Assign the swap chain as our default rendering surface. _graphics.SetRenderTarget(_swap.RenderTargetView); GorgonExample.LoadResources(_graphics); } finally { GorgonExample.EndInit(); } return(result); }
/// <summary> /// Function to initialize the application. /// </summary> private static void Initialize() { GorgonExample.ShowStatistics = false; _window = GorgonExample.Initialize(new DX.Size2(Settings.Default.Resolution.Width, Settings.Default.Resolution.Height), "Primitives"); try { // Find out which devices we have installed in the system. IReadOnlyList <IGorgonVideoAdapterInfo> deviceList = GorgonGraphics.EnumerateAdapters(); if (deviceList.Count == 0) { throw new NotSupportedException("There are no suitable video adapters available in the system. This example is unable to continue and will now exit."); } _graphics = new GorgonGraphics(deviceList[0]); _renderer = new SimpleRenderer(_graphics); _swapChain = new GorgonSwapChain(_graphics, _window, new GorgonSwapChainInfo("Swap") { Width = _window.ClientSize.Width, Height = _window.ClientSize.Height, Format = BufferFormat.R8G8B8A8_UNorm }); BuildDepthBuffer(_swapChain.Width, _swapChain.Height); _graphics.SetRenderTarget(_swapChain.RenderTargetView, _depthBuffer); LoadShaders(); LoadTextures(); BuildLights(); BuildMeshes(); _renderer.Camera = _camera = new Camera { Fov = 75.0f, ViewWidth = _swapChain.Width, ViewHeight = _swapChain.Height }; _input = new GI.GorgonRawInput(_window); _keyboard = new GI.GorgonRawKeyboard(); _input.RegisterDevice(_keyboard); _keyboard.KeyDown += Keyboard_KeyDown; _window.MouseDown += Mouse_Down; _window.MouseWheel += Mouse_Wheel; _swapChain.BeforeSwapChainResized += (sender, args) => { _graphics.SetDepthStencil(null); }; // When we resize, update the projection and viewport to match our client size. _swapChain.AfterSwapChainResized += (sender, args) => { _camera.ViewWidth = args.Size.Width; _camera.ViewHeight = args.Size.Height; BuildDepthBuffer(args.Size.Width, args.Size.Height); _graphics.SetDepthStencil(_depthBuffer); }; _2DRenderer = new Gorgon2D(_graphics); GorgonExample.LoadResources(_graphics); // Create a font so we can render some text. _font = GorgonExample.Fonts.GetFont(new GorgonFontInfo("Segoe UI", 14.0f, FontHeightMode.Points, "Segoe UI 14pt") { OutlineSize = 2, OutlineColor1 = GorgonColor.Black, OutlineColor2 = GorgonColor.Black }); _textSprite = new GorgonTextSprite(_font) { DrawMode = TextDrawMode.OutlinedGlyphs }; } finally { GorgonExample.EndInit(); } }
/// <summary> /// Function to initialize the example. /// </summary> /// <returns>The main window for the application.</returns> private static FormMain Initialize() { GorgonExample.ResourceBaseDirectory = new DirectoryInfo(Settings.Default.ResourceLocation); GorgonExample.ShowStatistics = false; FormMain window = GorgonExample.Initialize(new DX.Size2(Settings.Default.Resolution.Width, Settings.Default.Resolution.Height), "The Shadow Gn0s"); try { // Create our primary graphics interface. IReadOnlyList <IGorgonVideoAdapterInfo> adapters = GorgonGraphics.EnumerateAdapters(log: GorgonApplication.Log); if (adapters.Count == 0) { throw new GorgonException(GorgonResult.CannotCreate, "This example requires a Direct3D 11.4 capable video card.\nThe application will now close."); } _graphics = new GorgonGraphics(adapters[0], log: GorgonApplication.Log); // Create our "screen". _screen = new GorgonSwapChain(_graphics, window, new GorgonSwapChainInfo("TheShadowGn0s Screen Swap chain") { Width = Settings.Default.Resolution.Width, Height = Settings.Default.Resolution.Height, Format = BufferFormat.R8G8B8A8_UNorm }); BuildRenderTargets(new DX.Size2(_screen.Width, _screen.Height)); _backgroundTexture = GorgonTexture2DView.FromFile(_graphics, Path.Combine(GorgonExample.GetResourcePath(@"Textures\TheShadowGn0s\").FullName, "VBBack.jpg"), new GorgonCodecJpeg(), new GorgonTexture2DLoadOptions { Name = "Background Texture", Binding = TextureBinding.ShaderResource, Usage = ResourceUsage.Immutable }); // Create our 2D renderer. _renderer = new Gorgon2D(_graphics); _spriteTexture = GorgonTexture2DView.FromFile(_graphics, Path.Combine(GorgonExample.GetResourcePath(@"Textures\TheShadowGn0s\").FullName, "0_HardVacuum.png"), new GorgonCodecPng(), new GorgonTexture2DLoadOptions { Name = "/Images/0_HardVacuum.png", Binding = TextureBinding.ShaderResource, Usage = ResourceUsage.Immutable }); var spriteCodec = new GorgonV2SpriteCodec(_renderer); _sprite1 = spriteCodec.FromFile(Path.Combine(GorgonExample.GetResourcePath(@"Sprites\TheShadowGn0s\").FullName, "Mother.gorSprite")); _sprite2 = spriteCodec.FromFile(Path.Combine(GorgonExample.GetResourcePath(@"Sprites\TheShadowGn0s\").FullName, "Mother2c.gorSprite")); _gaussBlur = new Gorgon2DGaussBlurEffect(_renderer, 9) { BlurRenderTargetsSize = new DX.Size2(_screen.Width / 2, _screen.Height / 2) }; var shadowBuilder = new ShadowBuilder(_renderer, _gaussBlur, _sprite1, _sprite2); (GorgonSprite[] shadowSprites, GorgonTexture2DView shadowTexture) = shadowBuilder.Build(); _shadowSprites = shadowSprites; _shadowTexture = shadowTexture; var batchStateBuilder = new Gorgon2DBatchStateBuilder(); var blendStateBuilder = new GorgonBlendStateBuilder(); _rtvBlendState = batchStateBuilder .BlendState(blendStateBuilder .ResetTo(GorgonBlendState.Default) .DestinationBlend(alpha: Blend.InverseSourceAlpha)) .Build(); _sprite2.Position = new DX.Vector2((int)(_screen.Width / 2.0f), (int)(_screen.Height / 4.0f)); _sprite1.Position = new DX.Vector2((int)(_screen.Width / 4.0f), (int)(_screen.Height / 5.0f)); _bgSprite = _sprite2; _fgSprite = _sprite1; _screen.BeforeSwapChainResized += (sender, args) => { _blurTexture?.Dispose(); _blurTarget?.Dispose(); _layer1Texture?.Dispose(); _layer1Target?.Dispose(); }; window.MouseMove += Window_MouseMove; window.MouseUp += Window_MouseUp; window.MouseWheel += Window_MouseWheel; window.KeyUp += Window_KeyUp; _screen.AfterSwapChainResized += (sender, args) => BuildRenderTargets(args.Size); GorgonExample.LoadResources(_graphics); _helpFont = GorgonExample.Fonts.GetFont(new GorgonFontInfo("Segoe UI", 12.0f, FontHeightMode.Points, "Segoe UI 12pt Bold, Outlined") { FontStyle = FontStyle.Bold, OutlineColor2 = GorgonColor.Black, OutlineColor1 = GorgonColor.Black, OutlineSize = 2, TextureWidth = 512, TextureHeight = 256 }); return(window); } finally { GorgonExample.EndInit(); } }
/// <summary> /// Function called to initialize the application. /// </summary> private void Initialize() { GorgonExample.ResourceBaseDirectory = new DirectoryInfo(Settings.Default.ResourceLocation); // Resize and center the screen. var screen = Screen.FromHandle(Handle); ClientSize = Settings.Default.Resolution; Location = new Point(screen.Bounds.Left + (screen.WorkingArea.Width / 2) - (ClientSize.Width / 2), screen.Bounds.Top + (screen.WorkingArea.Height / 2) - (ClientSize.Height / 2)); // Initialize our graphics. IReadOnlyList <IGorgonVideoAdapterInfo> videoAdapters = GorgonGraphics.EnumerateAdapters(log: GorgonApplication.Log); if (videoAdapters.Count == 0) { throw new GorgonException(GorgonResult.CannotCreate, "Gorgon requires at least a Direct3D 11.4 capable video device.\nThere is no suitable device installed on the system."); } // Find the best video device. _graphics = new GorgonGraphics(videoAdapters.OrderByDescending(item => item.FeatureSet).First()); // Build our "screen". _screen = new GorgonSwapChain(_graphics, this, new GorgonSwapChainInfo { Width = ClientSize.Width, Height = ClientSize.Height, Format = BufferFormat.R8G8B8A8_UNorm }); if (!Settings.Default.IsWindowed) { // Go full screen by using borderless windowed mode. _screen.EnterFullScreen(); } // Build up our 2D renderer. _renderer = new Gorgon2D(_graphics); // Load in the logo texture from our resources. GorgonExample.LoadResources(_graphics); // Create fonts. _textFont = GorgonExample.Fonts.GetFont(new GorgonFontInfo("GiGi", 24.0f, FontHeightMode.Points, "GiGi_24pt") { AntiAliasingMode = FontAntiAliasMode.AntiAlias, TextureWidth = 512, TextureHeight = 256 }); // Use the form font for this one. _helpFont = GorgonExample.Fonts.GetFont(new GorgonFontInfo(Font.FontFamily.Name, Font.Size, Font.Unit == GraphicsUnit.Pixel ? FontHeightMode.Pixels : FontHeightMode.Points, "Form Font") { AntiAliasingMode = FontAntiAliasMode.AntiAlias, FontStyle = FontStyle.Bold }); // Create our file system and mount the resources. _fileSystem = new GorgonFileSystem(GorgonApplication.Log); _fileSystem.Mount(GorgonExample.GetResourcePath(@"FileSystems\FolderSystem").FullName); // In the previous versions of Gorgon, we used to load the image first, and then the sprites. // But in this version, we have an extension that will load the sprite textures for us. _sprites = new GorgonSprite[3]; // The sprites are in the v2 format. IEnumerable <IGorgonSpriteCodec> v2Codec = new[] { new GorgonV2SpriteCodec(_renderer) }; IEnumerable <IGorgonImageCodec> pngCodec = new[] { new GorgonCodecPng() }; _sprites[0] = _fileSystem.LoadSpriteFromFileSystem(_renderer, "/Sprites/base.gorSprite", spriteCodecs: v2Codec, imageCodecs: pngCodec); _sprites[1] = _fileSystem.LoadSpriteFromFileSystem(_renderer, "/Sprites/Mother.gorSprite", spriteCodecs: v2Codec, imageCodecs: pngCodec); _sprites[2] = _fileSystem.LoadSpriteFromFileSystem(_renderer, "/Sprites/Mother2c.gorSprite", spriteCodecs: v2Codec, imageCodecs: pngCodec); // This is how you would get the sprites in v2 of Gorgon: /*_spriteImage = _graphics.Textures.FromMemory<GorgonTexture2D>("0_HardVacuum", LoadFile("/Images/0_HardVacuum.png"), new GorgonCodecPNG()); * * // Get the sprites. * // The sprites in the file system are from version 1.0 of Gorgon. * // This version is backwards compatible and can load any version * // of the sprites produced by older versions of Gorgon. * _sprites = new GorgonSprite[3]; * _sprites[0] = _renderer.Renderables.FromMemory<GorgonSprite>("Base", LoadFile("/Sprites/base.gorSprite")); * _sprites[1] = _renderer.Renderables.FromMemory<GorgonSprite>("Mother", LoadFile("/Sprites/Mother.gorSprite")); * _sprites[2] = _renderer.Renderables.FromMemory<GorgonSprite>("Mother2c", LoadFile("/Sprites/Mother2c.gorSprite")); */ // Get poetry. _textPosition = new DX.Vector2(0, ClientSize.Height + _textFont.LineHeight); _poetry = new GorgonTextSprite(_textFont, Encoding.UTF8.GetString(LoadFile("/SomeText.txt"))) { Position = _textPosition, Color = Color.Black }; // Set up help text. _helpText = new GorgonTextSprite(_helpFont, "F1 - Show/hide this help text.\nS - Show frame statistics.\nESC - Exit.") { Color = Color.Blue, Position = new DX.Vector2(3, 3) }; // Unlike the old example, we'll blend to render targets, ping-ponging back and forth, for a much better quality image and smoother transition. _blurEffect = new Gorgon2DGaussBlurEffect(_renderer, 3) { BlurRenderTargetsSize = new DX.Size2((int)_sprites[2].Size.Width * 2, (int)_sprites[2].Size.Height * 2), PreserveAlpha = false }; _blurEffect.Precache(); _blurredTarget[0] = GorgonRenderTarget2DView.CreateRenderTarget(_graphics, new GorgonTexture2DInfo("Blurred RTV") { Width = _blurEffect.BlurRenderTargetsSize.Width, Height = _blurEffect.BlurRenderTargetsSize.Height, Binding = TextureBinding.ShaderResource, Format = BufferFormat.R8G8B8A8_UNorm, Usage = ResourceUsage.Default }); _blurredTarget[1] = GorgonRenderTarget2DView.CreateRenderTarget(_graphics, _blurredTarget[0]); _blurredImage[0] = _blurredTarget[0].GetShaderResourceView(); _blurredImage[1] = _blurredTarget[1].GetShaderResourceView(); GorgonApplication.IdleMethod = Idle; }
/// <summary> /// Function to initialize the application. /// </summary> /// <returns>The main window for the application.</returns> private static FormMain Initialize() { GorgonExample.ResourceBaseDirectory = new DirectoryInfo(Settings.Default.ResourceLocation); FormMain window = GorgonExample.Initialize(new DX.Size2(Settings.Default.Resolution.Width, Settings.Default.Resolution.Height), "Lights"); try { IReadOnlyList <IGorgonVideoAdapterInfo> videoDevices = GorgonGraphics.EnumerateAdapters(log: GorgonApplication.Log); if (videoDevices.Count == 0) { throw new GorgonException(GorgonResult.CannotCreate, "Gorgon requires at least a Direct3D 11.4 capable video device.\nThere is no suitable device installed on the system."); } // Find the best video device. _graphics = new GorgonGraphics(videoDevices.OrderByDescending(item => item.FeatureSet).First()); _screen = new GorgonSwapChain(_graphics, window, new GorgonSwapChainInfo("Gorgon2D Effects Example Swap Chain") { Width = Settings.Default.Resolution.Width, Height = Settings.Default.Resolution.Height, Format = BufferFormat.R8G8B8A8_UNorm }); _screen.BeforeSwapChainResized += Screen_BeforeSwapChainResized; _screen.AfterSwapChainResized += Screen_AfterSwapChainResized; // Tell the graphics API that we want to render to the "screen" swap chain. _graphics.SetRenderTarget(_screen.RenderTargetView); // Load in our texture for our logo background. _backgroundLogoTexture = GorgonTexture2DView.FromFile(_graphics, Path.Combine(GorgonExample.GetResourcePath(@"Textures\Lights\").FullName, "lights.dds"), new GorgonCodecDds(), new GorgonTexture2DLoadOptions { Usage = ResourceUsage.Immutable, Binding = TextureBinding.ShaderResource, Name = "Logo" }); _torchTexture = GorgonTexture2DView.FromFile(_graphics, Path.Combine(GorgonExample.GetResourcePath(@"Textures\Lights\").FullName, "Torch.png"), new GorgonCodecPng(), new GorgonTexture2DLoadOptions { Usage = ResourceUsage.Immutable, Binding = TextureBinding.ShaderResource, Name = "Torch" }); UpdateRenderTarget(); // Initialize the renderer so that we are able to draw stuff. _renderer = new Gorgon2D(_graphics); _logoSprite = new GorgonSprite { Texture = _backgroundLogoTexture, Bounds = new DX.RectangleF(0, 0, _backgroundLogoTexture.Width, _backgroundLogoTexture.Height), TextureRegion = new DX.RectangleF(0, 0, 1, 1), Anchor = new DX.Vector2(0.5f, 0.5f) }; _torchSprite = new GorgonSprite { Texture = _torchTexture, Bounds = new DX.RectangleF(0, 0, 55, _torchTexture.Height), TextureRegion = _torchTexture.Texture.ToTexel(new DX.Rectangle(0, 0, 55, _torchTexture.Height)), }; // Create the effect that will light up our sprite(s). _lightEffect = new Gorgon2DDeferredLightingEffect(_renderer) { FlipYNormal = true // Need this to be true because CrazyBump exported the normal map with Y inverted. }; _lightEffect.Lights.Add(new Gorgon2DLight { Color = new GorgonColor(0.25f, 0.25f, 0.25f), Attenuation = 75, LightType = LightType.Point, SpecularEnabled = true, SpecularPower = 6.0f, Position = new DX.Vector3((_screen.Width / 2.0f) - 150.0f, (_screen.Height / 2.0f) - 150.0f, -50) }); _lightEffect.Lights.Add(new Gorgon2DLight { Color = GorgonColor.White, Intensity = 0.075f, LightType = LightType.Directional, SpecularEnabled = false, Position = new DX.Vector3(0, 0, -200), LightDirection = new DX.Vector3(0, 0, 1) }); GorgonExample.LoadResources(_graphics); window.MouseMove += Window_MouseMove; window.KeyDown += Window_KeyDown; _torchFrameTime = new GorgonTimerQpc(); return(window); } finally { GorgonExample.EndInit(); } }
/// <summary> /// Function to initialize the example. /// </summary> private void Initialize() { GorgonExample.ResourceBaseDirectory = new DirectoryInfo(Settings.Default.ResourceLocation); IReadOnlyList <IGorgonVideoAdapterInfo> adapters = GorgonGraphics.EnumerateAdapters(log: GorgonApplication.Log); if (adapters.Count == 0) { throw new GorgonException(GorgonResult.CannotCreate, "This example requires a Direct3D 11.4 capable video card.\nThe application will now close."); } _graphics = new GorgonGraphics(adapters[0]); _leftPanel = new GorgonSwapChain(_graphics, GroupControl1, new GorgonSwapChainInfo("Left Panel SwapChain") { Width = GroupControl1.ClientSize.Width, Height = GroupControl1.ClientSize.Height, Format = BufferFormat.R8G8B8A8_UNorm }); _rightPanel = new GorgonSwapChain(_graphics, GroupControl2, new GorgonSwapChainInfo(_leftPanel, "Right Panel SwapChain") { Width = GroupControl2.ClientSize.Width, Height = GroupControl2.ClientSize.Height }); _renderer = new Gorgon2D(_graphics); _fontFactory = new GorgonFontFactory(_graphics); _appFont = _fontFactory.GetFont(new GorgonFontInfo(Font.FontFamily.Name, Font.Size * 1.33333f, FontHeightMode.Points, "Form Font") { Characters = "SpdtoxDrag me!\u2190:1234567890.", TextureWidth = 128, TextureHeight = 128, OutlineSize = 2, FontStyle = FontStyle.Bold, OutlineColor1 = GorgonColor.Black, OutlineColor2 = GorgonColor.Black }); _torusTexture = GorgonTexture2DView.FromFile(_graphics, Path.Combine(GorgonExample.GetResourcePath(@"Textures\GiveMeSomeControl\").FullName, "Torus.png"), new GorgonCodecPng(), new GorgonTexture2DLoadOptions { Binding = TextureBinding.ShaderResource, Name = "Torus Animation Sheet", Usage = ResourceUsage.Immutable }); _torusLeft = new GorgonSprite { Anchor = new DX.Vector2(0.5f, 0.5f), Size = new DX.Size2F(64, 64), TextureSampler = GorgonSamplerState.PointFiltering }; _torusRight = new GorgonSprite { Anchor = new DX.Vector2(0.5f, 0.5f), Size = new DX.Size2F(64, 64), TextureSampler = GorgonSamplerState.PointFiltering }; BuildAnimation(); GorgonExample.LoadResources(_graphics); }
/// <summary> /// Function to initialize the application. /// </summary> private static void Initialize() { GorgonExample.ShowStatistics = false; _window = GorgonExample.Initialize(new DX.Size2(Settings.Default.ScreenWidth, Settings.Default.ScreenHeight), "Balls"); try { // Create the graphics interface. IReadOnlyList <IGorgonVideoAdapterInfo> adapters = GorgonGraphics.EnumerateAdapters(); if (adapters.Count == 0) { throw new GorgonException(GorgonResult.CannotCreate, "Gorgon requires at least a Direct3D 11.4 capable video device.\nThere is no suitable device installed on the system."); } // Find the best video device. _graphics = new GorgonGraphics(adapters.OrderByDescending(item => item.FeatureSet).First()); // Create the primary swap chain. _mainScreen = new GorgonSwapChain(_graphics, _window, new GorgonSwapChainInfo("Main Screen") { Width = Settings.Default.ScreenWidth, Height = Settings.Default.ScreenHeight, Format = BufferFormat.R8G8B8A8_UNorm }); // Center the display. if (_mainScreen.IsWindowed) { _window.Location = new Point((Screen.PrimaryScreen.Bounds.Width / 2) - (_window.Width / 2) + Screen.PrimaryScreen.Bounds.Left, (Screen.PrimaryScreen.Bounds.Height / 2) - (_window.Height / 2) + Screen.PrimaryScreen.Bounds.Top); } // Load the ball texture. _ballTexture = GorgonTexture2DView.FromFile(_graphics, GetResourcePath(@"Textures\Balls\BallsTexture.dds"), new GorgonCodecDds(), new GorgonTexture2DLoadOptions { Usage = ResourceUsage.Immutable, Name = "Ball Texture" }); // Create the 2D interface. _2D = new Gorgon2D(_graphics); // Create the wall sprite. _wall = new GorgonSprite { Size = new DX.Size2F(63, 63), Texture = _ballTexture, TextureRegion = new DX.RectangleF(0, 0, 0.5f, 0.5f) }; // Create the ball sprite. _ball = new GorgonSprite { Size = new DX.Size2F(64, 64), Texture = _ballTexture, TextureRegion = new DX.RectangleF(0, 0, 0.5f, 0.5f), Anchor = new DX.Vector2(0.5f, 0.5f) }; // Create the ball render target. _ballTarget = GorgonRenderTarget2DView.CreateRenderTarget(_graphics, new GorgonTexture2DInfo("Ball Target") { Width = Settings.Default.ScreenWidth, Height = Settings.Default.ScreenHeight, Format = BufferFormat.R8G8B8A8_UNorm }); _ballTargetView = _ballTarget.GetShaderResourceView(); // Create our blur effect. _blur = new Gorgon2DGaussBlurEffect(_2D, 15) { BlurRenderTargetsSize = new DX.Size2(512, 512), BlurRadius = 0 }; _mainScreen.BeforeSwapChainResized += (sender, args) => { _ballTargetView.Dispose(); _ballTarget.Dispose(); }; // Ensure that our secondary camera gets updated. _mainScreen.AfterSwapChainResized += (sender, args) => { // Fix any objects caught outside of the main target. for (int i = 0; i < _ballCount; i++) { _ballList[i].Position.X = _ballList[i].Position.X.Max(0).Min(args.Size.Width); _ballList[i].Position.Y = _ballList[i].Position.Y.Max(0).Min(args.Size.Height); } _ballTarget = GorgonRenderTarget2DView.CreateRenderTarget(_graphics, new GorgonTexture2DInfo("Ball Target") { Width = args.Size.Width, Height = args.Size.Height, Format = BufferFormat.R8G8B8A8_UNorm }); _ballTargetView = _ballTarget.GetShaderResourceView(); DX.Size2 newTargetSize; newTargetSize.Width = (int)((512.0f * (args.Size.Width / (float)Settings.Default.ScreenWidth)).Min(512)); newTargetSize.Height = (int)((512.0f * (args.Size.Height / (float)Settings.Default.ScreenHeight)).Min(512)); _blur.BlurRenderTargetsSize = newTargetSize; }; // Generate the ball list. GenerateBalls(Settings.Default.BallCount); // Assign event handlers. _window.KeyDown += Form_KeyDown; var stateBuilder = new Gorgon2DBatchStateBuilder(); var blendStateBuilder = new GorgonBlendStateBuilder(); _blurBlend = stateBuilder.BlendState(blendStateBuilder.ResetTo(GorgonBlendState.Default) .SourceBlend(alpha: Blend.InverseDestinationAlpha) .DestinationBlend(alpha: Blend.One) .Build()) .Build(); GorgonExample.LoadResources(_graphics); _ballFont = GorgonExample.Fonts.GetFont(new GorgonFontInfo("Arial", 9.0f, FontHeightMode.Points, "Arial 9pt Bold") { FontStyle = FontStyle.Bold, Characters = " ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz1234567890()_.-+:\u2191\u2193", OutlineSize = 1, OutlineColor1 = GorgonColor.Black, OutlineColor2 = GorgonColor.Black }); // Statistics text buffer. _fpsText = new StringBuilder(64); // Create statistics render target. _statsTexture = GorgonTexture2DView.CreateTexture(_graphics, new GorgonTexture2DInfo("Stats Render Target") { Width = (int)_ballFont .MeasureText(string.Format(Resources.FPSLine, 999999, 999999.999, _ballCount, 9999), true).Width, Height = (int)((_ballFont.FontHeight * 4) + _ballFont.Descent), Format = BufferFormat.R8G8B8A8_UNorm, Binding = TextureBinding.RenderTarget }); using (GorgonRenderTarget2DView rtv = _statsTexture.Texture.GetRenderTargetView()) { // Draw our stats window frame. rtv.Clear(new GorgonColor(0, 0, 0, 0.5f)); _graphics.SetRenderTarget(rtv); _2D.Begin(); _2D.DrawRectangle(new DX.RectangleF(0, 0, rtv.Width, rtv.Height), new GorgonColor(0.86667f, 0.84314f, 0.7451f, 1.0f)); _2D.End(); } _helpTextSprite = new GorgonTextSprite(_ballFont, string.Format(Resources.HelpText, _graphics.VideoAdapter.Name, _graphics.VideoAdapter.FeatureSet, _graphics.VideoAdapter.Memory.Video.FormatMemory())) { Color = Color.Yellow, Position = new DX.Vector2(3, (_statsTexture.Height + 8.0f).FastFloor()), DrawMode = TextDrawMode.OutlinedGlyphs }; // Set our main render target. _graphics.SetRenderTarget(_mainScreen.RenderTargetView); } finally { GorgonExample.EndInit(); } }