コード例 #1
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 = 1.0f,
                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;

            AddUIElements();

            return true;
        }
コード例 #2
0
ファイル: Program.cs プロジェクト: amitprakash07/dx11
        public override bool Init() {
            if (!base.Init()) return false;

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

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

            _floorTexSRV = ShaderResourceView.FromFile(Device, "Textures/floor.dds");
            _stoneTexSRV = ShaderResourceView.FromFile(Device, "Textures/stone.dds");
            _brickTexSRV = ShaderResourceView.FromFile(Device, "Textures/bricks.dds");

            BuildShapeGeometryBuffers();
            BuildSkullGeometryBuffers();

            Window.KeyDown += SwitchLights;

            return true;
        }
コード例 #3
0
ファイル: WavesDemo.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/snowcube1024.dds", 5000.0f);
            
            _texMgr = new TextureManager();
            _texMgr.Init(Device);

            _waves = new Waves();
            _waves.Init(Device, _texMgr, 40, 60);


            BuildShapeGeometryBuffers();
            BuildSkullGeometryBuffers();


            return true;
        }
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: 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 #6
0
ファイル: SsaoDemo.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);

            _sky = new Sky(Device, "Textures/desertcube1024.dds", 5000.0f);
            _sMap = new ShadowMap(Device, SMapSize, SMapSize);

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

            BuildShapeGeometryBuffers();
            BuildSkullGeometryBuffers();
            BuildScreenQuadGeometryBuffers();

            return true;
        }
コード例 #7
0
ファイル: ParticlesDemo.cs プロジェクト: amitprakash07/dx11
        public override bool Init() {
            if (!base.Init()) return false;
            Enable4XMsaa = true;
            Effects.InitAll(Device);
            InputLayouts.InitAll(Device);
            RenderStates.InitAll(Device);

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

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

            _randomTex = Util.CreateRandomTexture1DSRV(Device);

            _flareTexSRV = Util.CreateTexture2DArraySRV(Device, ImmediateContext, new[] {"Textures/flare0.dds"}, Format.R8G8B8A8_UNorm);
            _fire = new ParticleSystem();
            _fire.Init(Device, Effects.FireFX, _flareTexSRV, _randomTex, 500);
            _fire.EmitPosW = new Vector3(0, 1.0f, 120.0f);

            _rainTexSRV = Util.CreateTexture2DArraySRV(Device, ImmediateContext, new[] {"Textures/raindrop.dds"}, Format.R8G8B8A8_UNorm);
            _rain = new ParticleSystem();
            _rain.Init(Device, Effects.RainFX, _rainTexSRV, _randomTex, 10000);

            return true;
        }
コード例 #8
0
ファイル: Program.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/snowcube1024.dds", 5000.0f);

            _stoneTexSRV = ShaderResourceView.FromFile(Device, "Textures/floor.dds");
            _brickTexSRV = ShaderResourceView.FromFile(Device, "Textures/bricks.dds");
            _stoneNormalTexSRV = ShaderResourceView.FromFile(Device, "Textures/floor_nmap.dds");
            _brickNormalTexSRV = ShaderResourceView.FromFile(Device, "Textures/bricks_nmap.dds");

            BuildShapeGeometryBuffers();
            BuildSkullGeometryBuffers();

            Window.KeyDown += SwitchMode;

            return true;
        }
コード例 #9
0
ファイル: Program.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.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;

            AddUIElements();

            _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);

            return true;
        }
コード例 #10
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 #11
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 #12
0
ファイル: ShadowsDemo.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);

            _sky = new Sky(Device, "Textures/desertcube1024.dds", 5000.0f);
            _sMap = new ShadowMap(Device, SMapSize, SMapSize);

            BuildShapeGeometryBuffers();
            BuildSkullGeometryBuffers();
            BuildScreenQuadGeometryBuffers();

            return true;
        }