public bool Initialize(Form form) { this.form = form; SwapChainDescription desc = new SwapChainDescription() { BufferCount = 1, Usage = Usage.RenderTargetOutput, OutputHandle = form.Handle, IsWindowed = true, ModeDescription = new ModeDescription(0, 0, new Rational(60, 1), Format.R8G8B8A8_UNorm), SampleDescription = new SampleDescription(1, 0), Flags = SwapChainFlags.AllowModeSwitch, SwapEffect = SwapEffect.Discard }; Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, desc, out device, out swapChain); context = device.ImmediateContext; factory = swapChain.GetParent <Factory>(); factory.MakeWindowAssociation(form.Handle, WindowAssociationFlags.IgnoreAll); var vertexShaderByteCode = ShaderBytecode.CompileFromFile("MiniCube.fx", "VS", "vs_4_0"); vertexShader = new VertexShader(device, vertexShaderByteCode); var pixelShaderByteCode = ShaderBytecode.CompileFromFile("MiniCube.fx", "PS", "ps_4_0"); pixelShader = new PixelShader(device, pixelShaderByteCode); signature = ShaderSignature.GetInputSignature(vertexShaderByteCode); vertexShaderByteCode.Dispose(); pixelShaderByteCode.Dispose(); // Layout from VertexShader input signature layout = new InputLayout(device, signature, new[] { new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0), new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 16, 0) }); // Instantiate Vertex buiffer from vertex data vertexBuffer = Buffer.Create(device, BindFlags.VertexBuffer, new[] { new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), // Front new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), new Vector4(1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), new Vector4(1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), new Vector4(1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), // BACK new Vector4(1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), new Vector4(1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), new Vector4(1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), // Top new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), // Bottom new Vector4(1.0f, -1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), new Vector4(1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), new Vector4(1.0f, -1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), // Left new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), new Vector4(1.0f, -1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), // Right new Vector4(1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), new Vector4(1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), new Vector4(1.0f, -1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), }); // Create Constant Buffer contantBuffer = new Buffer(device, Utilities.SizeOf <Matrix>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0); // Prepare All the stages context.InputAssembler.InputLayout = layout; context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertexBuffer, Utilities.SizeOf <Vector4>() * 2, 0)); context.VertexShader.SetConstantBuffer(0, contantBuffer); context.VertexShader.Set(vertexShader); context.PixelShader.Set(pixelShader); // Prepare matrices // viewMatrix = Matrix.LookAtLH(new Vector3(0, 0, -5), new Vector3(0, 0, 0), Vector3.UnitY); projMatrix = Matrix.Identity; context.OutputMerger.SetTargets(renderTarget); userResized = true; clock = new Stopwatch(); clock.Start(); form.ResizeEnd += (sender, args) => userResized = true; form.KeyUp += (sender, args) => { if (args.KeyCode == Keys.F5) { swapChain.SetFullscreenState(true, null); } else if (args.KeyCode == Keys.F4) { swapChain.SetFullscreenState(false, null); } else if (args.KeyCode == Keys.Escape) { form.Close(); } }; return(true); }
public void Update(Camera camera) { if (userResized) { // Dispose all previous allocated resources Utilities.Dispose(ref backBuffer); Utilities.Dispose(ref renderView); Utilities.Dispose(ref depthBuffer); Utilities.Dispose(ref depthView); // Resize the backbuffer swapChain.ResizeBuffers(desc.BufferCount, form.ClientSize.Width, form.ClientSize.Height, Format.Unknown, SwapChainFlags.None); // Get the backbuffer from the swapchain backBuffer = Texture2D.FromSwapChain <Texture2D>(swapChain, 0); // Renderview on the backbuffer renderView = new RenderTargetView(device, backBuffer); // Create the depth buffer depthBuffer = new Texture2D(device, new Texture2DDescription() { Format = Format.D32_Float_S8X24_UInt, ArraySize = 1, MipLevels = 1, Width = form.ClientSize.Width, Height = form.ClientSize.Height, SampleDescription = new SampleDescription(1, 0), Usage = ResourceUsage.Default, BindFlags = BindFlags.DepthStencil, CpuAccessFlags = CpuAccessFlags.None, OptionFlags = ResourceOptionFlags.None }); // Create the depth buffer view depthView = new DepthStencilView(device, depthBuffer); // Setup targets and viewport for rendering context.Rasterizer.SetViewport(new Viewport(0, 0, form.ClientSize.Width, form.ClientSize.Height, 0.0f, 1.0f)); context.OutputMerger.SetTargets(depthView, renderView); // Setup new projection matrix with correct aspect ratio // projMatrix = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, form.ClientSize.Width / (float)form.ClientSize.Height, camera.near, camera.far); // We are done resizing userResized = false; } Color4 col = new Color4(0.5f, 0.5f, 0.5f, 1.0f); unsafe { context.ClearRenderTargetView(renderTarget, *(RawColor4 *)&col); } swapChain.Present(0, PresentFlags.None); // Matrix.Translation(0.0f, 0.0f, 5.0f, out viewMatrix); //Camera.Current.Update(); // Matrix.Multiply(ref camera.Parent.transform.worldMatrix, ref camera.projectionMatrix, out viewProjMatrix); //Matrix.Multiply(ref viewMatrix, ref Camera.Current.projectionMatrix, out viewProjMatrix); Matrix.Multiply(ref Camera.Current.Entity.Transform.worldMatrix, ref Camera.Current.projectionMatrix, out viewProjMatrix); context.ClearDepthStencilView(depthView, DepthStencilClearFlags.Depth, 1.0f, 0); context.ClearRenderTargetView(renderView, Color.Black); var time = clock.ElapsedMilliseconds / 1000.0f; // Update WorldViewProj Matrix var worldViewProj = Matrix.RotationX(time) * Matrix.RotationY(time * 2) * Matrix.RotationZ(time * .7f) * viewProjMatrix; worldViewProj.Transpose(); context.UpdateSubresource(ref worldViewProj, contantBuffer); // Draw the cube context.Draw(36, 0); // Present! swapChain.Present(0, PresentFlags.None); }