コード例 #1
0
        public override bool Init() {
            
            if (!base.Init()) return false;

            Effects.InitAll(Device);
            InputLayouts.InitAll(Device);
            RenderStates.InitAll(Device);

            _texMgr = new TextureManager();
            _texMgr.Init(Device);

            _bunnyModel = BasicModel.LoadSdkMesh(Device, _texMgr, "Models/bunny.sdkmesh", "Textures");

            _bunnyInstance = new BasicModelInstance(_bunnyModel) {
                World = Matrix.Scaling(0.1f, 0.1f, 0.1f)
            };

            _effect = new ForwardLightingEffect(Device, "FX/forwardLight.fxo");

            var passDesc = _effect.Ambient.GetPassByIndex(0).Description;
            _layout = new InputLayout(Device, passDesc.Signature, InputLayoutDescriptions.PosNormalTexTan);

            AddUIElements();

            return true;

        }
コード例 #2
0
ファイル: Unit.cs プロジェクト: amitprakash07/dx11
        public Unit(BasicModelInstance model, MapTile mp, Terrain terrain) {
            _modelInstance = model;
            MapTile = mp;
            _terrain = terrain;
            _position = mp.WorldPos;
            _position.Y += HeightOffset;
            Time = 0.0f;
            _activeWP = 0;
            Moving = false;
            MovePrc = 0;

            Speed = 1.0f;
        }
コード例 #3
0
ファイル: Waves.cs プロジェクト: virus-404/dx11
        public void Init(Device device, TextureManager texMgr, float width, float depth, string texture1 = "Textures/waves0.dds", string texture2 = "textures/waves1.dds")
        {
            NormalMap0 = texMgr.CreateTexture(texture1);
            NormalMap1 = texMgr.CreateTexture(texture2);

            _gridModel = new BasicModel();
            _gridModel.CreateGrid(device, width, depth, ((int)width) * 2, ((int)depth) * 2);

            //    BasicModel.CreateGrid(device, width, depth, ((int)width) * 2, ((int)depth) * 2);
            Material = new Material {
                Ambient  = new Color4(0.1f, 0.1f, 0.3f),
                Diffuse  = new Color4(0.4f, 0.4f, 0.7f),
                Specular = new Color4(128f, 0.8f, 0.8f, 0.8f),
                Reflect  = new Color4(0.4f, 0.4f, 0.4f)
            };

            _grid        = new BasicModelInstance(_gridModel);
            TexTransform = Matrix.Identity;
            World        = Matrix.Translation(0, -0.2f, 0);
        }
コード例 #4
0
ファイル: TerrainDemo.cs プロジェクト: amitprakash07/dx11
        public override bool Init() {
            if ( ! base.Init()) return false;

            Effects.InitAll(Device);
            InputLayouts.InitAll(Device);
            RenderStates.InitAll(Device);

            _sky = new Sky(Device, "Textures/grasscube1024.dds", 5000.0f);
            Patch.InitPatchData(Terrain.CellsPerPatch, Device);
            var tii = new InitInfo {
                HeightMapFilename = "Textures/terrain.raw",
                LayerMapFilename0 = "textures/grass.dds",
                LayerMapFilename1 = "textures/darkdirt.dds",
                LayerMapFilename2 = "textures/stone.dds",
                LayerMapFilename3 = "Textures/lightdirt.dds",
                LayerMapFilename4 = "textures/snow.dds",
                BlendMapFilename = "textures/blend.dds",
                HeightScale = 50.0f,
                HeightMapWidth = 2049,
                HeightMapHeight = 2049,
                CellSpacing = 0.5f
            };
            _terrain = new Terrain();
            _terrain.Init(Device, ImmediateContext, tii);

            _camera.Height = _terrain.Height;
            _txMgr = new TextureManager();
            _txMgr.Init(Device);
            _treeModel = new BasicModel(Device, _txMgr, "Models/tree.x", "Textures");
            _treeInstances = new List<BasicModelInstance>();
            
            
            for (var i = 0; i < NumTrees; i++) {
                var good = false;
                var x = MathF.Rand(0, _terrain.Width);
                var z = MathF.Rand(0, _terrain.Depth);
                while (!good) {

                    
                    if (_terrain.Height(x, z) < 12.0f) {
                        good = true;
                    }
                    x = MathF.Rand(-_terrain.Width/2, _terrain.Width/2);
                    z = MathF.Rand(-_terrain.Depth/2, _terrain.Depth/2);
                }
                var treeInstance = new BasicModelInstance(_treeModel) {
                    
                    World = Matrix.RotationX(MathF.PI / 2) * Matrix.Translation(x, _terrain.Height(x, z), z)
                };
                _treeInstances.Add(treeInstance);
            }
            BuildInstancedBuffer();

            return true;
        }
コード例 #5
0
ファイル: SdkMeshLoadingDemo.cs プロジェクト: craigge/dx11
        public override bool Init() {
            if (!base.Init()) return false;

            Effects.InitAll(Device);
            InputLayouts.InitAll(Device);
            RenderStates.InitAll(Device);

            _texMgr = new TextureManager();
            _texMgr.Init(Device);

            _bunnyModel = BasicModel.LoadSdkMesh(Device, _texMgr, "Models/bunny.sdkmesh", "Textures");

            _bunnyInstance = new BasicModelInstance(_bunnyModel) {
                World = Matrix.Scaling(0.1f, 0.1f, 0.1f)
            };


            return true;

        }
コード例 #6
0
ファイル: Waves.cs プロジェクト: amitprakash07/dx11
        public void Init(Device device, TextureManager texMgr, float width, float depth, string texture1 = "Textures/waves0.dds", string texture2 = "textures/waves1.dds") {
            NormalMap0 = texMgr.CreateTexture(texture1);
            NormalMap1 = texMgr.CreateTexture(texture2);

            _gridModel = new BasicModel();
            _gridModel.CreateGrid(device, width, depth, ((int)width) * 2, ((int)depth) * 2);
                
            //    BasicModel.CreateGrid(device, width, depth, ((int)width) * 2, ((int)depth) * 2);
            Material = new Material {
                Ambient = new Color4(0.1f, 0.1f, 0.3f),
                Diffuse = new Color4(0.4f, 0.4f, 0.7f),
                Specular = new Color4(128f, 0.8f, 0.8f, 0.8f),
                Reflect = new Color4(0.4f, 0.4f, 0.4f)
            };

            _grid = new BasicModelInstance(_gridModel);
            TexTransform = Matrix.Identity;
            World = Matrix.Translation(0, -0.2f, 0);
        }
コード例 #7
0
ファイル: AssimpModelDemo.cs プロジェクト: jackinf/dx11
        public override bool Init()
        {
            if (!base.Init()) return false;

            Effects.InitAll(Device);
            InputLayouts.InitAll(Device);
            RenderStates.InitAll(Device);

            _texMgr = new TextureManager();
            _texMgr.Init(Device);

            _treeModel = new BasicModel(Device, _texMgr, "Models/tree.x", "Textures");

            _modelInstance = new BasicModelInstance {
                Model = _treeModel,
                World = Matrix.RotationX(MathF.PI / 2)
            };

            _stoneModel = new BasicModel(Device, _texMgr, "Models/stone.x", "Textures");
            _stoneInstance = new BasicModelInstance {
                Model = _stoneModel,
                World = Matrix.Scaling(0.1f, 0.1f, 0.1f) * Matrix.Translation(2, 0, 2)
            };

            return true;
        }
コード例 #8
0
ファイル: AssimpModelDemo.cs プロジェクト: craigge/dx11
        public override bool Init() {
            if (!base.Init()) return false;

            Effects.InitAll(Device);
            InputLayouts.InitAll(Device);
            RenderStates.InitAll(Device);

            _texMgr = new TextureManager();
            _texMgr.Init(Device);

            _treeModel = new BasicModel(Device, _texMgr, "Models/tree.x", "Textures");

            _modelInstance = new BasicModelInstance (_treeModel) {
                
                World = Matrix.RotationX(MathF.PI / 2)
            };

            _stoneModel = new BasicModel(Device, _texMgr, "Models/stone.x", "Textures");
            _stoneInstance = new BasicModelInstance(_stoneModel) {
                World = Matrix.Scaling(0.1f, 0.1f, 0.1f) * Matrix.Translation(2, 0, 2)
            };

            _dwarfModel = new BasicModel(Device, _texMgr, "Models/Bob.md5mesh", "Textures", true);
            for (int i = 0; i < _dwarfModel.Materials.Count; i++) {
                _dwarfModel.Materials[i] = new Material() {
                    Ambient = Color.DarkGray,
                    Diffuse = Color.White,
                    Specular = new Color4(128, 1f, 1.0f, 1.0f)
                };
            }
            
            _dwarfInstance = new BasicModelInstance(_dwarfModel) {
                World = Matrix.RotationX(-MathF.PI / 2)* Matrix.Scaling(0.05f, 0.05f, 0.05f)*Matrix.Translation(4, 0, 4)
            };


            return true;
        }
コード例 #9
0
ファイル: WavesDemo.cs プロジェクト: amitprakash07/dx11
        private void BuildSkullGeometryBuffers() {
            _skullModel = BasicModel.LoadFromTxtFile(Device, "Models/skull.txt");
            _skullModel.Materials[0] = new Material {
                Ambient = new Color4(0.2f, 0.2f, 0.2f),
                Diffuse = new Color4(0.2f, 0.2f, 0.2f),
                Specular = new Color4(16.0f, 0.8f, 0.8f, 0.8f),
                Reflect = new Color4(0.5f, 0.5f, 0.5f)
            };


            _skull = new BasicModelInstance(_skullModel) {
                World = Matrix.Scaling(0.5f, 0.5f, 0.5f) * Matrix.Translation(0, 1.0f, 0)
            };
        }
コード例 #10
0
ファイル: FireworksDemo.cs プロジェクト: amitprakash07/dx11
 public Firework(int type, float age, BasicModel m) {
     Type = type;
     Age = age;
     Model = new BasicModelInstance(m);
 }
コード例 #11
0
ファイル: FireworksDemo.cs プロジェクト: amitprakash07/dx11
        public override bool Init() {
            if (!base.Init())
                return false;
            Effects.InitAll(Device);
            InputLayouts.InitAll(Device);
            RenderStates.InitAll(Device);

            _sky = new Sky(Device, "Textures/grasscube1024.dds", 5000.0f);

            _texMgr = new TextureManager();
            _texMgr.Init(Device);

            _gridModel = new BasicModel();
            _gridModel.CreateGrid(Device, 20, 20, 40, 40);
            _gridModel.Materials[0] = new Material { Diffuse = Color.LightGray, Specular = new Color4(16, .9f, .9f, .9f) };
            _gridModel.DiffuseMapSRV[0] = _texMgr.CreateTexture("Textures/floor.dds");
            _gridModel.NormalMapSRV[0] = _texMgr.CreateTexture("textures/floor_nmap.dds");

            _grid = new BasicModelInstance(_gridModel) {
                TexTransform = Matrix.Scaling(10, 10, 1),
                World = Matrix.Scaling(10, 1, 10) 
            };
            InitFireworksRules();
            _cylinderModel = new BasicModel();
            _cylinderModel.CreateCylinder(Device, 1, 1, 3, 20, 20);
            _cylinderModel.Materials[0] = new Material { Ambient = Color.Green, Diffuse = Color.Green, Specular = new Color4(64.0f, 1.0f, 1.0f, 1.0f) };
            _cylinderModel.DiffuseMapSRV[0] = _texMgr.CreateTexture("Textures/stones.dds");
            _cylinderModel.NormalMapSRV[0] = _texMgr.CreateTexture("Textures/stones_nmap.dds");

            _cylinder = new BasicModelInstance(_cylinderModel) {
                World = Matrix.Translation(0, 1.5f, 0)
            };

            return true;
        }
コード例 #12
0
ファイル: SSAODemo.cs プロジェクト: jackinf/dx11
        private void BuildShapeGeometryBuffers()
        {
            _texMgr = new TextureManager();
            _texMgr.Init(Device);

            _boxModel = BasicModel.CreateBox(Device, 1, 1, 1);
            _boxModel.Materials[0] = new Material {
                Ambient = new Color4(0.8f, 0.8f, 0.8f),
                Diffuse = new Color4(0.4f, 0.4f, 0.4f),
                Specular = new Color4(16.0f, 0.8f, 0.8f, 0.8f),
                Reflect = Color.Black
            };
            _boxModel.DiffuseMapSRV[0] = _texMgr.CreateTexture("Textures/bricks.dds");
            _boxModel.NormalMapSRV[0] = _texMgr.CreateTexture("Textures/bricks_nmap.dds");

            _gridModel = BasicModel.CreateGrid(Device, 20, 30, 50, 40);
            _gridModel.Materials[0] = new Material {
                Ambient = new Color4(0.7f, 0.7f, 0.7f),
                Diffuse = new Color4(0.6f, 0.6f, 0.6f),
                Specular = new Color4(16.0f, 0.4f, 0.4f, 0.4f),
                Reflect = Color.Black
            };
            _gridModel.DiffuseMapSRV[0] = _texMgr.CreateTexture("Textures/floor.dds");
            _gridModel.NormalMapSRV[0] = _texMgr.CreateTexture("Textures/floor_nmap.dds");

            _sphereModel = BasicModel.CreateSphere(Device, 0.5f, 20, 20);
            _sphereModel.Materials[0] = new Material {
                Ambient = new Color4(0.3f, 0.4f, 0.5f),
                Diffuse = new Color4(0.2f, 0.3f, 0.4f),
                Specular = new Color4(16.0f, 0.9f, 0.9f, 0.9f),
                Reflect = new Color4(0.3f, 0.3f, 0.3f)
            };
            _cylinderModel = BasicModel.CreateCylinder(Device, 0.5f, 0.5f, 3.0f, 15, 15);
            _cylinderModel.Materials[0] = new Material {
                Ambient = new Color4(0.8f, 0.8f, 0.8f),
                Diffuse = new Color4(0.4f, 0.4f, 0.4f),
                Specular = new Color4(32.0f, 1f, 1f, 1f),
                Reflect = Color.Black
            };
            _cylinderModel.DiffuseMapSRV[0] = _texMgr.CreateTexture("Textures/bricks.dds");
            _cylinderModel.NormalMapSRV[0] = _texMgr.CreateTexture("Textures/bricks_nmap.dds");

            for (var i = 0; i < 5; i++) {
                _cylinders[i * 2] = new BasicModelInstance {
                    Model = _cylinderModel,
                    World = Matrix.Translation(-5.0f, 1.5f, -10.0f + i * 5.0f),
                    TexTransform = Matrix.Scaling(1, 2, 1)
                };
                _cylinders[i * 2 + 1] = new BasicModelInstance {
                    Model = _cylinderModel,
                    World = Matrix.Translation(5.0f, 1.5f, -10.0f + i * 5.0f),
                    TexTransform = Matrix.Scaling(1, 2, 1)
                };

                _spheres[i * 2] = new BasicModelInstance {
                    Model = _sphereModel,
                    World = Matrix.Translation(-5.0f, 3.5f, -10.0f + i * 5.0f)
                };
                _spheres[i * 2 + 1] = new BasicModelInstance {
                    Model = _sphereModel,
                    World = Matrix.Translation(5.0f, 3.5f, -10.0f + i * 5.0f)
                };
            }

            _grid = new BasicModelInstance {
                Model = _gridModel,
                TexTransform = Matrix.Scaling(8, 10, 1),
                World = Matrix.Identity
            };

            _box = new BasicModelInstance {
                Model = _boxModel,
                TexTransform = Matrix.Scaling(2, 1, 1),
                World = Matrix.Scaling(3.0f, 1.0f, 3.0f) * Matrix.Translation(0, 0.5f, 0)
            };
        }
コード例 #13
0
ファイル: Program.cs プロジェクト: jackinf/dx11
        public override bool Init()
        {
            if (!base.Init()) return false;

            Effects.InitAll(Device);
            InputLayouts.InitAll(Device);
            RenderStates.InitAll(Device);
            Patch.InitPatchData(Terrain.CellsPerPatch, Device);

            _sky = new Sky(Device, "Textures/grasscube1024.dds", 5000.0f);

            var tii = new InitInfo {
                HeightMapFilename = null,
                LayerMapFilename0 = "textures/grass.dds",
                LayerMapFilename1 = "textures/darkdirt.dds",
                LayerMapFilename2 = "textures/stone.dds",
                LayerMapFilename3 = "Textures/lightdirt.dds",
                LayerMapFilename4 = "textures/snow.dds",
                BlendMapFilename = null,
                HeightScale = 50.0f,
                HeightMapWidth = 2049,
                HeightMapHeight = 2049,
                CellSpacing = 0.5f,

                Seed = 0,
                NoiseSize1 = 3.0f,
                Persistence1 = 0.7f,
                Octaves1 = 7,
                NoiseSize2 = 2.5f,
                Persistence2 = 0.8f,
                Octaves2 = 3,

            };
            _terrain = new Terrain();
            _terrain.Init(Device, ImmediateContext, tii);

            _camera.Height = _terrain.Height;

            _camera.SetLens(0.25f * MathF.PI, AspectRatio, 1.0f, 1000.0f);
            _ssao = new Ssao(Device, ImmediateContext, ClientWidth, ClientHeight, _camera.FovY, _camera.FarZ);

            _whiteTex = ShaderResourceView.FromFile(Device, "Textures/white.dds");
            BuildScreenQuadGeometryBuffers();

            _sMap = new ShadowMap(Device, SMapSize, SMapSize);

            _sceneBounds = new BoundingSphere(new Vector3(), MathF.Sqrt(_terrain.Width * _terrain.Width + _terrain.Depth * _terrain.Depth) / 2);

            _minimap = new Minimap(Device, ImmediateContext, MinimapSize, MinimapSize, _terrain, _camera);

            _sphereModel = BasicModel.CreateSphere(Device, 0.25f, 10, 10);
            _sphereModel.Materials[0] = new Material {
                Ambient = Color.Red,
                Diffuse = Color.Red,
                Specular = new Color4(32, 1.0f, 1.0f, 1.0f)
            };
            _sphereModel.DiffuseMapSRV[0] = _whiteTex;

            _sphere = new BasicModelInstance {Model = _sphereModel};
            _spherePos = new Vector3(float.MaxValue);

            return true;
        }
コード例 #14
0
ファイル: SkinnedModelDemo.cs プロジェクト: jackinf/dx11
        public override bool Init()
        {
            if (!base.Init()) return false;

            Effects.InitAll(Device);
            InputLayouts.InitAll(Device);
            RenderStates.InitAll(Device);

            _texMgr = new TextureManager();
            _texMgr.Init(Device);

            _drone = new SkinnedModel(Device, _texMgr, "Models/drone.x", "Textures", true);
            _droneInstance = new SkinnedModelInstance(
                "Attack",
                Matrix.RotationY(MathF.PI),
                _drone

            );
            foreach (var clip in _droneInstance.Clips) {
                _droneInstance.AddClip(clip);
            }
            _droneInstance.LoopClips = true;

            _mage = new SkinnedModel(Device, _texMgr, "Models/magician.x", "textures", true);

            _mageInstance = new SkinnedModelInstance(
                "Attack",
                Matrix.RotationY(MathF.PI)*Matrix.Translation(4.0f, 0, 0),
                _mage
            );
            foreach (var clip in _mageInstance.Clips) {
                _mageInstance.AddClip(clip);
            }
            _mageInstance.LoopClips = true;

            _soldier = new SkinnedModel(Device, _texMgr, "Models/soldier.x", "Textures", true);
            _soldierInstance = new SkinnedModelInstance (
                "Attack",
                Matrix.RotationY(MathF.PI)*Matrix.Translation(10, 0, 0),
                _soldier
            );

            foreach (var clip in _soldierInstance.Clips) {
                _soldierInstance.AddClip(clip);
            }
            _soldierInstance.LoopClips = true;

            _grid = BasicModel.CreateGrid(Device, 30, 30, 60, 60);
            _grid.DiffuseMapSRV[0] = (_texMgr.CreateTexture("Textures/floor.dds"));
            _grid.NormalMapSRV[0]= (_texMgr.CreateTexture("Textures/floor_nmap.dds"));
            _gridInstance = new BasicModelInstance() {
                Model = _grid,
                World = Matrix.Translation(0, -1.5f, 0)

            };

            return true;
        }
コード例 #15
0
ファイル: PathfindingDemo.cs プロジェクト: amitprakash07/dx11
        public override bool Init() {
            if (!base.Init()) return false;

            Effects.InitAll(Device);
            InputLayouts.InitAll(Device);
            RenderStates.InitAll(Device);
            Patch.InitPatchData(Terrain.CellsPerPatch, Device);

            _sky = new Sky(Device, "Textures/grasscube1024.dds", 5000.0f);

            var tii = new InitInfo {
                HeightMapFilename = null,
                LayerMapFilename0 = "textures/grass.png",
                LayerMapFilename1 = "textures/hills.png",
                LayerMapFilename2 = "textures/stone.png",
                LayerMapFilename3 = "Textures/lightdirt.dds",
                LayerMapFilename4 = "textures/snow.png",
                Material = new Material() {
                    Ambient = Color.LightGray,
                    Diffuse = Color.LightGray,
                    Specular = new Color4(64, 0, 0, 0)
                },
                BlendMapFilename = null,
                HeightScale = 50.0f,
                HeightMapWidth = 2049,
                HeightMapHeight = 2049,
                CellSpacing = 0.5f,

                Seed = MathF.Rand(),
                NoiseSize1 = 3.0f,
                Persistence1 = 0.7f,
                Octaves1 = 7,
                NoiseSize2 = 2.5f,
                Persistence2 = 0.8f,
                Octaves2 = 3,


            };
            _terrain = new Terrain();
            //_terrain.DebugQuadTree = true;
            _terrain.Init(Device, ImmediateContext, tii);

            _camera.Height = _terrain.Height;


            _camera.SetLens(0.25f * MathF.PI, AspectRatio, 1.0f, 1000.0f);
            _ssao = new Ssao(Device, ImmediateContext, ClientWidth, ClientHeight, _camera.FovY, _camera.FarZ);

            _whiteTex = ShaderResourceView.FromFile(Device, "Textures/white.dds");

            _sMap = new ShadowMap(Device, SMapSize, SMapSize);

            _sceneBounds = new BoundingSphere(new Vector3(), MathF.Sqrt(_terrain.Width * _terrain.Width + _terrain.Depth * _terrain.Depth) / 2);

            _minimap = new Minimap(Device, ImmediateContext, MinimapSize, MinimapSize, _terrain, _camera);

            _sphereModel = new BasicModel();
            _sphereModel.CreateSphere(Device, 0.25f, 10, 10);
            _sphereModel.Materials[0] = new Material {
                Ambient = new Color4(63, 0, 0),
                Diffuse = Color.Red,
                Specular = new Color4(32, 1.0f, 1.0f, 1.0f)
            };
            _sphereModel.DiffuseMapSRV[0] = _whiteTex;

            _sphere = new BasicModelInstance(_sphereModel);

            _unit = new Unit(_sphere, _terrain.GetTile(511, 511), _terrain);

            FontCache.RegisterFont("bold", 16, "Courier New", FontWeight.Bold);


            return true;
        }
コード例 #16
0
ファイル: BallisticDemo.cs プロジェクト: remy22/dx11
        public override bool Init()
        {
            if (!base.Init())
                return false;
            Effects.InitAll(Device);
            InputLayouts.InitAll(Device);
            RenderStates.InitAll(Device);

            _texMgr = new TextureManager();
            _texMgr.Init(Device);

            _gridModel = new BasicModel();
            _gridModel.CreateGrid(Device, 20, 20, 40, 40);
            _gridModel.Materials[0] = new Material() { Diffuse = Color.SaddleBrown, Specular = new Color4(16, .9f, .9f, .9f) };
            _gridModel.DiffuseMapSRV[0] = _texMgr.CreateTexture("Textures/floor.dds");
            _gridModel.NormalMapSRV[0] = _texMgr.CreateTexture("textures/floor_nmap.dds");

            _sphereModel = new BasicModel();
            _sphereModel.CreateSphere(Device, 0.3f, 5, 4);
            _sphereModel.Materials[0] = new Material() { Ambient = Color.Blue, Diffuse = Color.Blue, Specular = new Color4(64.0f, 1.0f, 1.0f, 1.0f) };
            _sphereModel.NormalMapSRV[0] = _texMgr.CreateTexture("Textures/stones_nmap.dds");

            _cylinderModel = new BasicModel();
            _cylinderModel.CreateCylinder(Device, 1, 1, 3, 20, 20);
            _cylinderModel.Materials[0] = new Material() { Ambient = Color.Green, Diffuse = Color.Green, Specular = new Color4(64.0f, 1.0f, 1.0f, 1.0f) };
            _cylinderModel.NormalMapSRV[0] = _texMgr.CreateTexture("Textures/stones_nmap.dds");

            _grid = new BasicModelInstance(_gridModel) {
                TexTransform = Matrix.Scaling(10, 10, 1),
                World = Matrix.Scaling(10, 1, 10)*Matrix.Translation(0, 0, 90)
            };

            _sphere = new BasicModelInstance(_sphereModel);

            _cylinder = new BasicModelInstance(_cylinderModel) {
                World = Matrix.Translation(0, 1.5f, 0)
            };

            return true;
        }
コード例 #17
0
ファイル: GeosphereDemo.cs プロジェクト: amitprakash07/dx11
        public override bool Init() {
            if (!base.Init()) return false;
            Effects.InitAll(Device);
            InputLayouts.InitAll(Device);
            RenderStates.InitAll(Device);

            _texMgr = new TextureManager();
            _texMgr.Init(Device);


            _geosphereModel = new BasicModel();
            _geosphereModel.CreateGeosphere(Device, 5, _subdivisions);
            _geosphereModel.Materials[0] = _material;

            _sphereModel = new BasicModel();
            _sphereModel.CreateSphere(Device, 5, 20,20);
            _sphereModel.Materials[0] = new Material() {
                Ambient = Color.Blue,
                Diffuse = Color.Red,
                Specular = new Color4(16.0f, 0.75f, 0.75f, 0.75f)
            };

            _geosphere = new BasicModelInstance(_geosphereModel) {
                World = Matrix.Identity
            };
            _sphere = new BasicModelInstance(_sphereModel);


            return true;
        }
コード例 #18
0
ファイル: WavesDemo.cs プロジェクト: amitprakash07/dx11
        private void BuildShapeGeometryBuffers() {
            
            _boxModel = new BasicModel();
            _boxModel.CreateBox(Device, 1, 1, 1);
            _boxModel.Materials[0] = new Material {
                Ambient = new Color4(1f, 1f, 1f),
                Diffuse = new Color4(1f, 1f, 1f),
                Specular = new Color4(16.0f, 0.8f, 0.8f, 0.8f),
                Reflect = Color.Black
            };
            _boxModel.DiffuseMapSRV[0] = _texMgr.CreateTexture("Textures/bricks.dds");
            _boxModel.NormalMapSRV[0] = _texMgr.CreateTexture("Textures/bricks_nmap.dds");

            

            _sphereModel = new BasicModel();
            _sphereModel.CreateSphere(Device, 0.5f, 20, 20);
            _sphereModel.Materials[0] = new Material {
                Ambient = new Color4(0.2f, 0.3f, 0.4f),
                Diffuse = new Color4(0.2f, 0.3f, 0.4f),
                Specular = new Color4(16.0f, 0.9f, 0.9f, 0.9f),
                Reflect = new Color4(0.4f, 0.4f, 0.4f)
            };
            _cylinderModel = new BasicModel();
            _cylinderModel.CreateCylinder(Device, 0.5f, 0.3f, 3.0f, 15, 15);
            _cylinderModel.Materials[0] = new Material {
                Ambient = new Color4(1f, 1f, 1f),
                Diffuse = new Color4(1f, 1f, 1f),
                Specular = new Color4(32.0f, 1f, 1f, 1f),
                Reflect = Color.Black
            };
            _cylinderModel.DiffuseMapSRV[0] = _texMgr.CreateTexture("Textures/bricks.dds");
            _cylinderModel.NormalMapSRV[0] = _texMgr.CreateTexture("Textures/bricks_nmap.dds");

            for (var i = 0; i < 5; i++) {
                _cylinders[i * 2] = new BasicModelInstance(_cylinderModel) {
                    World = Matrix.Translation(-5.0f, 1.5f, -10.0f + i * 5.0f),
                    TexTransform = Matrix.Scaling(1, 2, 1)
                };
                _cylinders[i * 2 + 1] = new BasicModelInstance(_cylinderModel) {
                    World = Matrix.Translation(5.0f, 1.5f, -10.0f + i * 5.0f),
                    TexTransform = Matrix.Scaling(1, 2, 1)
                };

                _spheres[i * 2] = new BasicModelInstance(_sphereModel) {
                    World = Matrix.Translation(-5.0f, 3.45f, -10.0f + i * 5.0f)
                };
                _spheres[i * 2 + 1] = new BasicModelInstance(_sphereModel) {
                    World = Matrix.Translation(5.0f, 3.45f, -10.0f + i * 5.0f)
                };
            }

            _box = new BasicModelInstance(_boxModel) {
                TexTransform = Matrix.Scaling(2, 1, 1),
                World = Matrix.Scaling(3.0f, 1.0f, 3.0f) * Matrix.Translation(0, 0.5f, 0)
            };
            


        }
コード例 #19
0
ファイル: PointLightDemo.cs プロジェクト: amitprakash07/dx11
        public override bool Init() {
            if (!base.Init()) return false;

            Effects.InitAll(Device);
            InputLayouts.InitAll(Device);
            RenderStates.InitAll(Device);

            _texMgr = new TextureManager();
            _texMgr.Init(Device);

            _bunnyModel = BasicModel.LoadSdkMesh(Device, _texMgr, "Models/bunny.sdkmesh", "Textures");

            _bunnyInstance = new BasicModelInstance(_bunnyModel);

            _effect = new FowardLightingEffect(Device, "FX/ForwardLight.fxo");

            var blendDesc = new BlendStateDescription {
                AlphaToCoverageEnable = false,
                IndependentBlendEnable = false
            };
            blendDesc.RenderTargets[0].BlendEnable = true;
            blendDesc.RenderTargets[0].SourceBlend = BlendOption.One;
            blendDesc.RenderTargets[0].DestinationBlend = BlendOption.One;
            blendDesc.RenderTargets[0].BlendOperation = BlendOperation.Add;
            blendDesc.RenderTargets[0].SourceBlendAlpha = BlendOption.One;
            blendDesc.RenderTargets[0].DestinationBlendAlpha = BlendOption.One;
            blendDesc.RenderTargets[0].BlendOperationAlpha = BlendOperation.Add;
            blendDesc.RenderTargets[0].RenderTargetWriteMask = ColorWriteMaskFlags.All;

            _additiveBlend = BlendState.FromDescription(Device, blendDesc);


            var passDesc = _effect.Ambient.GetPassByIndex(0).Description;
            _layout = new InputLayout(Device, passDesc.Signature, InputLayoutDescriptions.PosNormalTexTan);

            AddUIElements();

            return true;

        }