public override WriteableBitmap Initialize(Device device) { // Create device and swap chain. var swapChainPresenter = new WpfSwapChainPresenter(); _swapChain = device.CreateSwapChain(Width, Height, swapChainPresenter); _deviceContext = device.ImmediateContext; // Create RenderTargetView from the backbuffer. var backBuffer = Texture2D.FromSwapChain(_swapChain, 0); _renderTargetView = device.CreateRenderTargetView(backBuffer); // Create the depth buffer var depthBuffer = device.CreateTexture2D(new Texture2DDescription { ArraySize = 1, MipLevels = 1, Width = Width, Height = Height, BindFlags = BindFlags.DepthStencil }); // Create the depth buffer view _depthView = device.CreateDepthStencilView(depthBuffer); // Create cube map resources. var cubeMapTexture = device.CreateTexture2D(new Texture2DDescription { Width = CubeMapSize, Height = CubeMapSize, ArraySize = 6, BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource, MipLevels = 1 }); _renderTargetViewCube = device.CreateRenderTargetView(cubeMapTexture); _resourceViewCube = device.CreateShaderResourceView(cubeMapTexture); var depthBufferCube = device.CreateTexture2D(new Texture2DDescription { ArraySize = 6, MipLevels = 1, Width = CubeMapSize, Height = CubeMapSize, BindFlags = BindFlags.DepthStencil }); _depthViewCube = device.CreateDepthStencilView(depthBufferCube); // Load model. var modelLoader = new ModelLoader(device, TextureLoader.CreateTextureFromStream); _model = modelLoader.Load("Modules/SampleBrowser/Samples/EnvironmentMapping/teapot.obj"); // Compile Vertex and Pixel shaders var vertexShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/EnvironmentMapping/EnvironmentMapping.fx", "VS_CubeMap", "vs_4_0"); _vertexShaderCubeMap = device.CreateVertexShader(vertexShaderByteCode); _vertexShaderStandard = device.CreateVertexShader(ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/EnvironmentMapping/EnvironmentMapping.fx", "VS_Standard", "vs_4_0")); _geometryShaderCubeMap = device.CreateGeometryShader(ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/EnvironmentMapping/EnvironmentMapping.fx", "GS_CubeMap", "gs_4_0")); _pixelShaderCubeMap = device.CreatePixelShader(ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/EnvironmentMapping/EnvironmentMapping.fx", "PS_CubeMap", "ps_4_0")); _pixelShaderStandard = device.CreatePixelShader(ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/EnvironmentMapping/EnvironmentMapping.fx", "PS_Standard", "ps_4_0")); _pixelShaderReflective = device.CreatePixelShader(ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/EnvironmentMapping/EnvironmentMapping.fx", "PS_Reflective", "ps_4_0")); _model.SetInputLayout(device, vertexShaderByteCode.InputSignature); var sampler = device.CreateSamplerState(SamplerStateDescription.Default); // Create constant buffers. _vertexConstantBuffer = device.CreateBuffer(new BufferDescription { SizeInBytes = Utilities.SizeOf <VertexShaderData>(), BindFlags = BindFlags.ConstantBuffer }); _geometryConstantBuffer = device.CreateBuffer(new BufferDescription { SizeInBytes = Utilities.SizeOf <GeometryShaderData>(), BindFlags = BindFlags.ConstantBuffer }); var pixelConstantBuffer = device.CreateBuffer(new BufferDescription { SizeInBytes = Utilities.SizeOf <PixelShaderData>(), BindFlags = BindFlags.ConstantBuffer }); // Prepare all the stages _deviceContext.VertexShader.SetConstantBuffers(0, _vertexConstantBuffer); _deviceContext.GeometryShader.SetConstantBuffers(0, _geometryConstantBuffer); _deviceContext.PixelShader.SetConstantBuffers(0, pixelConstantBuffer); _deviceContext.PixelShader.SetSamplers(0, sampler); _vertexShaderData = new VertexShaderData(); _view1 = Matrix.LookAtLH(Vector3.Zero, new Vector3(1, 0, 0), Vector3.UnitY); _view2 = Matrix.LookAtLH(Vector3.Zero, new Vector3(-1, 0, 0), Vector3.UnitY); _view3 = Matrix.LookAtLH(Vector3.Zero, new Vector3(0, 1, 0), -Vector3.UnitZ); _view4 = Matrix.LookAtLH(Vector3.Zero, new Vector3(0, -1, 0), Vector3.UnitZ); _view5 = Matrix.LookAtLH(Vector3.Zero, new Vector3(0, 0, 1), Vector3.UnitY); _view6 = Matrix.LookAtLH(Vector3.Zero, new Vector3(0, 0, -1), Vector3.UnitY); var from = new Vector3(0, 30, 70); var to = new Vector3(0, 0, 0); // Prepare matrices var view = Matrix.LookAtLH(from, to, Vector3.UnitY); _projectionCube = Matrix.PerspectiveFovLH(MathUtil.PiOverTwo, 1.0f, 1f, 10000.0f); _projection = Matrix.PerspectiveFovLH(MathUtil.Pi / 3.0f, Width / (float)Height, 1f, 10000.0f); _viewProjectionCube = Matrix.Multiply(view, _projectionCube); _viewProjection = Matrix.Multiply(view, _projection); var pixelShaderData = new PixelShaderData { LightDirection = new Vector4(Vector3.Normalize(new Vector3(0.5f, 0, -1)), 1), EyePosition = new Vector4(from, 1) }; _deviceContext.SetBufferData(pixelConstantBuffer, ref pixelShaderData); // Setup targets and viewport for rendering _deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, Width, Height, 0.0f, 1.0f)); _deviceContext.OutputMerger.SetTargets(_depthView, _renderTargetView); return(swapChainPresenter.Bitmap); }
public override WriteableBitmap Initialize(Device device) { const int width = 600; const int height = 400; // Create device and swap chain. var swapChainPresenter = new WpfSwapChainPresenter(); _swapChain = device.CreateSwapChain(width, height, swapChainPresenter); _deviceContext = device.ImmediateContext; // Create RenderTargetView from the backbuffer. var backBuffer = Texture2D.FromSwapChain(_swapChain, 0); _renderTargetView = device.CreateRenderTargetView(backBuffer); // Create the depth buffer var depthBuffer = device.CreateTexture2D(new Texture2DDescription { ArraySize = 1, MipLevels = 1, Width = width, Height = height, BindFlags = BindFlags.DepthStencil }); // Create the depth buffer view _depthView = device.CreateDepthStencilView(depthBuffer); // Load model. var modelLoader = new ModelLoader(device, TextureLoader.CreateTextureFromStream); _model = modelLoader.Load("Modules/SampleBrowser/Samples/ModelLoading/Car/car.obj"); // Compile Vertex and Pixel shaders var vertexShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/ModelLoading/ModelLoading.fx", "VS", "vs_4_0"); var vertexShader = device.CreateVertexShader(vertexShaderByteCode); var pixelShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/ModelLoading/ModelLoading.fx", "PS", "ps_4_0"); var pixelShader = device.CreatePixelShader(pixelShaderByteCode); _model.SetInputLayout(device, vertexShaderByteCode.InputSignature); var sampler = device.CreateSamplerState(new SamplerStateDescription { Filter = Filter.MinMagMipPoint, AddressU = TextureAddressMode.Wrap, AddressV = TextureAddressMode.Wrap, AddressW = TextureAddressMode.Wrap, BorderColor = Color4.Black, ComparisonFunction = Comparison.Never, MaximumAnisotropy = 16, MipLodBias = 0, MinimumLod = 0, MaximumLod = 16, }); // Create constant buffers. _vertexConstantBuffer = device.CreateBuffer(new BufferDescription { SizeInBytes = Utilities.SizeOf<VertexShaderData>(), BindFlags = BindFlags.ConstantBuffer }); _pixelConstantBuffer = device.CreateBuffer(new BufferDescription { SizeInBytes = Utilities.SizeOf<PixelShaderData>(), BindFlags = BindFlags.ConstantBuffer }); // Prepare all the stages _deviceContext.VertexShader.SetConstantBuffers(0, _vertexConstantBuffer); _deviceContext.VertexShader.Shader = vertexShader; _deviceContext.PixelShader.SetConstantBuffers(0, _pixelConstantBuffer); _deviceContext.PixelShader.Shader = pixelShader; _deviceContext.PixelShader.SetSamplers(0, sampler); _vertexShaderData = new VertexShaderData(); _pixelShaderData = new PixelShaderData { LightDirection = new Vector4(Vector3.Normalize(new Vector3(0.5f, 0, -1)), 1) }; _deviceContext.SetBufferData(_pixelConstantBuffer, ref _pixelShaderData); // Setup targets and viewport for rendering _deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, width, height, 0.0f, 1.0f)); _deviceContext.OutputMerger.SetTargets(_depthView, _renderTargetView); //_deviceContext.Rasterizer.State = device.CreateRasterizerState(new Pipeline.Rasterizer.RasterizerStateDescription //{ // FillMode = Pipeline.Rasterizer.FillMode.Wireframe //}); // Prepare matrices _projection = Matrix.PerspectiveFovLH(MathUtil.Pi / 3.0f, width / (float) height, 1f, 1000.0f); return swapChainPresenter.Bitmap; }
public ImageGenerator(IResourceManager resourceLoader) { const int width = 400; const int height = 400; // Create device and swap chain. _device = new Device(); var swapChainPresenter = new WpfSwapChainPresenter(); _swapChain = _device.CreateSwapChain(width, height, swapChainPresenter); _outputBitmap = swapChainPresenter.Bitmap; _deviceContext = _device.ImmediateContext; // Create RenderTargetView from the backbuffer. var backBuffer = Texture2D.FromSwapChain(_swapChain, 0); _renderTargetView = _device.CreateRenderTargetView(backBuffer); // Create the depth buffer var depthBuffer = _device.CreateTexture2D(new Texture2DDescription { ArraySize = 1, MipLevels = 1, Width = width, Height = height, BindFlags = BindFlags.DepthStencil }); // Create the depth buffer view _depthView = _device.CreateDepthStencilView(depthBuffer); // Compile Vertex and Pixel shaders var vertexShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/TechDemos/Resources/TextureSampling/Texture.fx", "VS", "vs_4_0"); var vertexShader = _device.CreateVertexShader(vertexShaderByteCode); var pixelShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/TechDemos/Resources/TextureSampling/Texture.fx", "PS", "ps_4_1"); var pixelShader = _device.CreatePixelShader(pixelShaderByteCode); // Layout from VertexShader input signature var layout = _device.CreateInputLayout( new[] { new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 0, 16) }, vertexShaderByteCode); // Instantiate Vertex buiffer from vertex data var vertices = _device.CreateBuffer(new BufferDescription(BindFlags.VertexBuffer), new[] { // 3D coordinates UV Texture coordinates -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, // Front -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, // BACK 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, // Top -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, // Bottom 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, // Left -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, // Right 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f }); // Create Constant Buffer _constantBuffer = _device.CreateBuffer(new BufferDescription { SizeInBytes = Utilities.SizeOf<Matrix>(), BindFlags = BindFlags.ConstantBuffer }); // Load texture and create sampler var textureStream = resourceLoader.GetStream( "Modules/SampleBrowser/TechDemos/Resources/TextureSampling/CorrodedTiles.png", GetType().Assembly.FullName); var texture = TextureLoader.CreateTextureFromStream(_device, textureStream); var textureView = _device.CreateShaderResourceView(texture); // Prepare all the stages _deviceContext.InputAssembler.InputLayout = layout; _deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; _deviceContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, 0, Utilities.SizeOf<Vector4>() + Utilities.SizeOf<Vector2>())); _deviceContext.VertexShader.SetConstantBuffers(0, _constantBuffer); _deviceContext.VertexShader.Shader = vertexShader; _deviceContext.PixelShader.Shader = pixelShader; _deviceContext.PixelShader.SetShaderResources(0, textureView); // Setup targets and viewport for rendering _deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, _outputBitmap.PixelWidth, _outputBitmap.PixelHeight, 0.0f, 1.0f)); _deviceContext.OutputMerger.SetTargets(_depthView, _renderTargetView); // Prepare matrices _view = Matrix.LookAtRH(new Vector3(0.7f, 0, -1.7f), Vector3.BackwardRH, Vector3.UnitY); _projection = Matrix.PerspectiveFovRH(MathUtil.PiOverFour, _outputBitmap.PixelWidth / (float) _outputBitmap.PixelHeight, 0.1f, 100.0f); }
public override WriteableBitmap Initialize(Device device) { const int width = 600; const int height = 400; // Create device and swap chain. var swapChainPresenter = new WpfSwapChainPresenter(); _swapChain = device.CreateSwapChain(width, height, swapChainPresenter); _deviceContext = device.ImmediateContext; // Create RenderTargetView from the backbuffer. var backBuffer = Texture2D.FromSwapChain(_swapChain, 0); _renderTargetView = device.CreateRenderTargetView(backBuffer); // Create the depth buffer var depthBuffer = device.CreateTexture2D(new Texture2DDescription { ArraySize = 1, MipLevels = 1, Width = width, Height = height, BindFlags = BindFlags.DepthStencil }); // Create the depth buffer view _depthView = device.CreateDepthStencilView(depthBuffer); // Load model. var modelLoader = new ModelLoader(device, TextureLoader.CreateTextureFromStream); _model = modelLoader.Load("Modules/SampleBrowser/Samples/ModelLoading/Car/car.obj"); // Compile Vertex and Pixel shaders var vertexShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/ModelLoading/ModelLoading.fx", "VS", "vs_4_0"); var vertexShader = device.CreateVertexShader(vertexShaderByteCode); var pixelShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/ModelLoading/ModelLoading.fx", "PS", "ps_4_0"); var pixelShader = device.CreatePixelShader(pixelShaderByteCode); _model.SetInputLayout(device, vertexShaderByteCode.InputSignature); var sampler = device.CreateSamplerState(new SamplerStateDescription { Filter = Filter.MinMagMipPoint, AddressU = TextureAddressMode.Wrap, AddressV = TextureAddressMode.Wrap, AddressW = TextureAddressMode.Wrap, BorderColor = Color4.Black, ComparisonFunction = Comparison.Never, MaximumAnisotropy = 16, MipLodBias = 0, MinimumLod = 0, MaximumLod = 16, }); // Create constant buffers. _vertexConstantBuffer = device.CreateBuffer(new BufferDescription { SizeInBytes = Utilities.SizeOf <VertexShaderData>(), BindFlags = BindFlags.ConstantBuffer }); _pixelConstantBuffer = device.CreateBuffer(new BufferDescription { SizeInBytes = Utilities.SizeOf <PixelShaderData>(), BindFlags = BindFlags.ConstantBuffer }); // Prepare all the stages _deviceContext.VertexShader.SetConstantBuffers(0, _vertexConstantBuffer); _deviceContext.VertexShader.Shader = vertexShader; _deviceContext.PixelShader.SetConstantBuffers(0, _pixelConstantBuffer); _deviceContext.PixelShader.Shader = pixelShader; _deviceContext.PixelShader.SetSamplers(0, sampler); _vertexShaderData = new VertexShaderData(); _pixelShaderData = new PixelShaderData { LightDirection = new Vector4(Vector3.Normalize(new Vector3(0.5f, 0, -1)), 1) }; _deviceContext.SetBufferData(_pixelConstantBuffer, ref _pixelShaderData); // Setup targets and viewport for rendering _deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, width, height, 0.0f, 1.0f)); _deviceContext.OutputMerger.SetTargets(_depthView, _renderTargetView); //_deviceContext.Rasterizer.State = device.CreateRasterizerState(new Pipeline.Rasterizer.RasterizerStateDescription //{ // FillMode = Pipeline.Rasterizer.FillMode.Wireframe //}); // Prepare matrices _projection = Matrix.PerspectiveFovLH(MathUtil.Pi / 3.0f, width / (float)height, 1f, 1000.0f); return(swapChainPresenter.Bitmap); }
public override WriteableBitmap Initialize(Device device) { // Create device and swap chain. var swapChainPresenter = new WpfSwapChainPresenter(); _swapChain = device.CreateSwapChain(Width, Height, swapChainPresenter); _deviceContext = device.ImmediateContext; // Create RenderTargetView from the backbuffer. var backBuffer = Texture2D.FromSwapChain(_swapChain, 0); _renderTargetView = device.CreateRenderTargetView(backBuffer); // Create the depth buffer var depthBuffer = device.CreateTexture2D(new Texture2DDescription { ArraySize = 1, MipLevels = 1, Width = Width, Height = Height, BindFlags = BindFlags.DepthStencil }); // Create the depth buffer view _depthView = device.CreateDepthStencilView(depthBuffer); // Create cube map resources. var cubeMapTexture = device.CreateTexture2D(new Texture2DDescription { Width = CubeMapSize, Height= CubeMapSize, ArraySize = 6, BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource, MipLevels = 1 }); _renderTargetViewCube = device.CreateRenderTargetView(cubeMapTexture); _resourceViewCube = device.CreateShaderResourceView(cubeMapTexture); var depthBufferCube = device.CreateTexture2D(new Texture2DDescription { ArraySize = 6, MipLevels = 1, Width = CubeMapSize, Height = CubeMapSize, BindFlags = BindFlags.DepthStencil }); _depthViewCube = device.CreateDepthStencilView(depthBufferCube); // Load model. var modelLoader = new ModelLoader(device, TextureLoader.CreateTextureFromStream); _model = modelLoader.Load("Modules/SampleBrowser/Samples/EnvironmentMapping/teapot.obj"); // Compile Vertex and Pixel shaders var vertexShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/EnvironmentMapping/EnvironmentMapping.fx", "VS_CubeMap", "vs_4_0"); _vertexShaderCubeMap = device.CreateVertexShader(vertexShaderByteCode); _vertexShaderStandard = device.CreateVertexShader(ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/EnvironmentMapping/EnvironmentMapping.fx", "VS_Standard", "vs_4_0")); _geometryShaderCubeMap = device.CreateGeometryShader(ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/EnvironmentMapping/EnvironmentMapping.fx", "GS_CubeMap", "gs_4_0")); _pixelShaderCubeMap = device.CreatePixelShader(ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/EnvironmentMapping/EnvironmentMapping.fx", "PS_CubeMap", "ps_4_0")); _pixelShaderStandard = device.CreatePixelShader(ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/EnvironmentMapping/EnvironmentMapping.fx", "PS_Standard", "ps_4_0")); _pixelShaderReflective = device.CreatePixelShader(ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/EnvironmentMapping/EnvironmentMapping.fx", "PS_Reflective", "ps_4_0")); _model.SetInputLayout(device, vertexShaderByteCode.InputSignature); var sampler = device.CreateSamplerState(SamplerStateDescription.Default); // Create constant buffers. _vertexConstantBuffer = device.CreateBuffer(new BufferDescription { SizeInBytes = Utilities.SizeOf<VertexShaderData>(), BindFlags = BindFlags.ConstantBuffer }); _geometryConstantBuffer = device.CreateBuffer(new BufferDescription { SizeInBytes = Utilities.SizeOf<GeometryShaderData>(), BindFlags = BindFlags.ConstantBuffer }); var pixelConstantBuffer = device.CreateBuffer(new BufferDescription { SizeInBytes = Utilities.SizeOf<PixelShaderData>(), BindFlags = BindFlags.ConstantBuffer }); // Prepare all the stages _deviceContext.VertexShader.SetConstantBuffers(0, _vertexConstantBuffer); _deviceContext.GeometryShader.SetConstantBuffers(0, _geometryConstantBuffer); _deviceContext.PixelShader.SetConstantBuffers(0, pixelConstantBuffer); _deviceContext.PixelShader.SetSamplers(0, sampler); _vertexShaderData = new VertexShaderData(); _view1 = Matrix.LookAtLH(Vector3.Zero, new Vector3(1, 0, 0), Vector3.UnitY); _view2 = Matrix.LookAtLH(Vector3.Zero, new Vector3(-1, 0, 0), Vector3.UnitY); _view3 = Matrix.LookAtLH(Vector3.Zero, new Vector3(0, 1, 0), -Vector3.UnitZ); _view4 = Matrix.LookAtLH(Vector3.Zero, new Vector3(0, -1, 0), Vector3.UnitZ); _view5 = Matrix.LookAtLH(Vector3.Zero, new Vector3(0, 0, 1), Vector3.UnitY); _view6 = Matrix.LookAtLH(Vector3.Zero, new Vector3(0, 0, -1), Vector3.UnitY); var from = new Vector3(0, 30, 70); var to = new Vector3(0, 0, 0); // Prepare matrices var view = Matrix.LookAtLH(from, to, Vector3.UnitY); _projectionCube = Matrix.PerspectiveFovLH(MathUtil.PiOverTwo, 1.0f, 1f, 10000.0f); _projection = Matrix.PerspectiveFovLH(MathUtil.Pi / 3.0f, Width / (float) Height, 1f, 10000.0f); _viewProjectionCube = Matrix.Multiply(view, _projectionCube); _viewProjection = Matrix.Multiply(view, _projection); var pixelShaderData = new PixelShaderData { LightDirection = new Vector4(Vector3.Normalize(new Vector3(0.5f, 0, -1)), 1), EyePosition = new Vector4(from, 1) }; _deviceContext.SetBufferData(pixelConstantBuffer, ref pixelShaderData); // Setup targets and viewport for rendering _deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, Width, Height, 0.0f, 1.0f)); _deviceContext.OutputMerger.SetTargets(_depthView, _renderTargetView); return swapChainPresenter.Bitmap; }
public override WriteableBitmap Initialize(Device device) { const int width = 400; const int height = 300; // Create device and swap chain. var swapChainPresenter = new WpfSwapChainPresenter(); _swapChain = device.CreateSwapChain(width, height, swapChainPresenter); _deviceContext = device.ImmediateContext; // Create RenderTargetView from the backbuffer. var backBuffer = Texture2D.FromSwapChain(_swapChain, 0); _renderTargetView = device.CreateRenderTargetView(backBuffer); // Create the depth buffer var depthBuffer = device.CreateTexture2D(new Texture2DDescription { ArraySize = 1, MipLevels = 1, Width = width, Height = height, BindFlags = BindFlags.DepthStencil }); // Create the depth buffer view _depthView = device.CreateDepthStencilView(depthBuffer); // Compile Vertex and Pixel shaders var vertexShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/MiniCube/MiniCube.fx", "VS", "vs_4_0"); var vertexShader = device.CreateVertexShader(vertexShaderByteCode); var pixelShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/MiniCube/MiniCube.fx", "PS", "ps_4_0"); var pixelShader = device.CreatePixelShader(pixelShaderByteCode); // Layout from VertexShader input signature var layout = device.CreateInputLayout( new[] { new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0), new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 0) }, vertexShaderByteCode); // Instantiate Vertex buffer from vertex data var vertices = device.CreateBuffer(new BufferDescription(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 _constantBuffer = device.CreateBuffer(new BufferDescription { SizeInBytes = Utilities.SizeOf<Matrix>(), BindFlags = BindFlags.ConstantBuffer }); // Prepare all the stages _deviceContext.InputAssembler.InputLayout = layout; _deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; _deviceContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, 0, Utilities.SizeOf<Vector4>() * 2)); _deviceContext.VertexShader.SetConstantBuffers(0, _constantBuffer); _deviceContext.VertexShader.Shader = vertexShader; _deviceContext.PixelShader.Shader = pixelShader; // Setup targets and viewport for rendering _deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, width, height, 0.0f, 1.0f)); _deviceContext.OutputMerger.SetTargets(_depthView, _renderTargetView); // Prepare matrices _view = Matrix.LookAtLH(new Vector3(0, 0, -5), Vector3.Zero, Vector3.UnitY); _projection = Matrix.PerspectiveFovLH(MathUtil.PiOverFour, width / (float) height, 0.1f, 100.0f); return swapChainPresenter.Bitmap; }
public ImageGenerator(IResourceManager resourceLoader) { const int width = 400; const int height = 400; // Create device and swap chain. _device = new Device(); var swapChainPresenter = new WpfSwapChainPresenter(); _swapChain = _device.CreateSwapChain(width, height, swapChainPresenter); _outputBitmap = swapChainPresenter.Bitmap; _deviceContext = _device.ImmediateContext; // Create RenderTargetView from the backbuffer. var backBuffer = Texture2D.FromSwapChain(_swapChain, 0); _renderTargetView = _device.CreateRenderTargetView(backBuffer); // Create the depth buffer var depthBuffer = _device.CreateTexture2D(new Texture2DDescription { ArraySize = 1, MipLevels = 1, Width = width, Height = height, BindFlags = BindFlags.DepthStencil }); // Create the depth buffer view _depthView = _device.CreateDepthStencilView(depthBuffer); // Compile Vertex and Pixel shaders var vertexShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/TechDemos/Resources/TextureSampling/Texture.fx", "VS", "vs_4_0"); var vertexShader = _device.CreateVertexShader(vertexShaderByteCode); var pixelShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/TechDemos/Resources/TextureSampling/Texture.fx", "PS", "ps_4_1"); var pixelShader = _device.CreatePixelShader(pixelShaderByteCode); // Layout from VertexShader input signature var layout = _device.CreateInputLayout( new[] { new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 0, 16) }, vertexShaderByteCode); // Instantiate Vertex buiffer from vertex data var vertices = _device.CreateBuffer(new BufferDescription(BindFlags.VertexBuffer), new[] { // 3D coordinates UV Texture coordinates -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, // Front -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, // BACK 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, // Top -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, // Bottom 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, // Left -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, // Right 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f }); // Create Constant Buffer _constantBuffer = _device.CreateBuffer(new BufferDescription { SizeInBytes = Utilities.SizeOf <Matrix>(), BindFlags = BindFlags.ConstantBuffer }); // Load texture and create sampler var textureStream = resourceLoader.GetStream( "Modules/SampleBrowser/TechDemos/Resources/TextureSampling/CorrodedTiles.png", GetType().Assembly.FullName); var texture = TextureLoader.CreateTextureFromStream(_device, textureStream); var textureView = _device.CreateShaderResourceView(texture); // Prepare all the stages _deviceContext.InputAssembler.InputLayout = layout; _deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; _deviceContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, 0, Utilities.SizeOf <Vector4>() + Utilities.SizeOf <Vector2>())); _deviceContext.VertexShader.SetConstantBuffers(0, _constantBuffer); _deviceContext.VertexShader.Shader = vertexShader; _deviceContext.PixelShader.Shader = pixelShader; _deviceContext.PixelShader.SetShaderResources(0, textureView); // Setup targets and viewport for rendering _deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, _outputBitmap.PixelWidth, _outputBitmap.PixelHeight, 0.0f, 1.0f)); _deviceContext.OutputMerger.SetTargets(_depthView, _renderTargetView); // Prepare matrices _view = Matrix.LookAtRH(new Vector3(0.7f, 0, -1.7f), Vector3.BackwardRH, Vector3.UnitY); _projection = Matrix.PerspectiveFovRH(MathUtil.PiOverFour, _outputBitmap.PixelWidth / (float)_outputBitmap.PixelHeight, 0.1f, 100.0f); }
public override WriteableBitmap Initialize(Device device) { const int width = 400; const int height = 300; // Create device and swap chain. var swapChainPresenter = new WpfSwapChainPresenter(); _swapChain = device.CreateSwapChain(width, height, swapChainPresenter); _deviceContext = device.ImmediateContext; // Create RenderTargetView from the backbuffer. var backBuffer = Texture2D.FromSwapChain(_swapChain, 0); _renderTargetView = device.CreateRenderTargetView(backBuffer); // Create the depth buffer var depthBuffer = device.CreateTexture2D(new Texture2DDescription { ArraySize = 1, MipLevels = 1, Width = width, Height = height, BindFlags = BindFlags.DepthStencil }); // Create the depth buffer view _depthView = device.CreateDepthStencilView(depthBuffer); // Compile Vertex and Pixel shaders var vertexShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/MiniCube/MiniCube.fx", "VS", "vs_4_0"); var vertexShader = device.CreateVertexShader(vertexShaderByteCode); var pixelShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/MiniCube/MiniCube.fx", "PS", "ps_4_0"); var pixelShader = device.CreatePixelShader(pixelShaderByteCode); // Layout from VertexShader input signature var layout = device.CreateInputLayout( new[] { new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0), new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 0) }, vertexShaderByteCode); // Instantiate Vertex buffer from vertex data var vertices = device.CreateBuffer(new BufferDescription(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 _constantBuffer = device.CreateBuffer(new BufferDescription { SizeInBytes = Utilities.SizeOf <Matrix>(), BindFlags = BindFlags.ConstantBuffer }); // Prepare all the stages _deviceContext.InputAssembler.InputLayout = layout; _deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; _deviceContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, 0, Utilities.SizeOf <Vector4>() * 2)); _deviceContext.VertexShader.SetConstantBuffers(0, _constantBuffer); _deviceContext.VertexShader.Shader = vertexShader; _deviceContext.PixelShader.Shader = pixelShader; // Setup targets and viewport for rendering _deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, width, height, 0.0f, 1.0f)); _deviceContext.OutputMerger.SetTargets(_depthView, _renderTargetView); // Prepare matrices _view = Matrix.LookAtLH(new Vector3(0, 0, -5), Vector3.Zero, Vector3.UnitY); _projection = Matrix.PerspectiveFovLH(MathUtil.PiOverFour, width / (float)height, 0.1f, 100.0f); return(swapChainPresenter.Bitmap); }