internal void Draw(VertexDeclaration vertexDeclaration, RenderSettings settings, IEnumerable<IDecorator> decorators) { _device.VertexDeclaration = vertexDeclaration; foreach (IDecorator decorator in decorators) decorator.OnBeginDrawMesh(this, settings); _device.SetStreamSource(0, _vertexBuffer, 0, VertexPositionNormalTexture.SizeInBytes); _device.Indices = _indexBuffer; _effect.LightDirection = settings.Parameters.LightDirection; _effect.View = settings.ViewMatrix; _effect.Projection = settings.ProjectionMatrix; int passes = _effect.Begin(); for (int i = 0; i < passes; i++) { _effect.BeginPass(i); _device.DrawIndexedPrimitive( PrimitiveType.TriangleList, 0, 0, _numVertices, 0, _primitiveCount); _effect.EndPass(); } _effect.End(); foreach (IDecorator decorator in decorators) decorator.OnEndDrawMesh(this, settings); }
public static Model FromScene(Scene scene, Device device) { VertexDeclaration vertexDeclaration = new VertexDeclaration(device, VertexPositionNormalTexture.VertexElements); Model result = new Model(scene, device, vertexDeclaration); foreach (Mesh mesh in scene.Meshes.Where(x => x.Positions.Any())) { VertexBuffer vertexBuffer = new VertexBuffer(device, mesh.Positions.Count * VertexPositionNormalTexture.SizeInBytes, Usage.WriteOnly, VertexFormat.None, Pool.Default); DataStream vertexDataStream = vertexBuffer.Lock(0, mesh.Positions.Count * VertexPositionNormalTexture.SizeInBytes, LockFlags.None); VertexPositionNormalTexture[] vertices = new VertexPositionNormalTexture[mesh.Positions.Count]; for (int i = 0; i < vertices.Length; ++i) vertices[i] = new VertexPositionNormalTexture(mesh.Positions[i], (mesh.Normals.Count > i) ? mesh.Normals[i] : Vector3D.Zero, (mesh.TextureCoordinates.Count > i) ? mesh.TextureCoordinates[i].Xy : Point2D.Zero); vertexDataStream.WriteRange(vertices); vertexBuffer.Unlock(); IndexBuffer indexBuffer = new IndexBuffer(device, mesh.Indices.Count * sizeof(int), Usage.WriteOnly, Pool.Default, false); DataStream indexDataStream = indexBuffer.Lock(0, mesh.Indices.Count * sizeof(int), LockFlags.None); indexDataStream.WriteRange(mesh.Indices.ToArray()); indexBuffer.Unlock(); ModelMesh modelMesh = new ModelMesh(mesh, device, vertexBuffer, mesh.Positions.Count, indexBuffer, mesh.PrimitiveCount, Matrix3D.Identity, mesh.Material); result.Meshes.Add(modelMesh); } return result; }
static void Main() { var form = new RenderForm("SlimDX2 - MiniTri Direct3D9 Sample"); var device = new Device(new Direct3D(), 0, DeviceType.Hardware, form.Handle, CreateFlags.HardwareVertexProcessing, new PresentParameters(form.ClientSize.Width,form.ClientSize.Height)); var vertices = new VertexBuffer(device, 3 * 20, Usage.WriteOnly, VertexFormat.None, Pool.Managed); vertices.Lock(0, 0, LockFlags.None).WriteRange(new[] { new Vertex() { Color = Color.Red, Position = new Vector4(400.0f, 100.0f, 0.5f, 1.0f) }, new Vertex() { Color = Color.Blue, Position = new Vector4(650.0f, 500.0f, 0.5f, 1.0f) }, new Vertex() { Color = Color.Green, Position = new Vector4(150.0f, 500.0f, 0.5f, 1.0f) } }); vertices.Unlock(); var vertexElems = new[] { new VertexElement(0, 0, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.PositionTransformed, 0), new VertexElement(0, 16, DeclarationType.Color, DeclarationMethod.Default, DeclarationUsage.Color, 0), VertexElement.VertexDeclarationEnd }; var vertexDecl = new VertexDeclaration(device, vertexElems); RenderLoop.Run(form, () => { device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0); device.BeginScene(); device.SetStreamSource(0, vertices, 0, 20); device.VertexDeclaration = vertexDecl; device.DrawPrimitives(PrimitiveType.TriangleList, 0, 1); device.EndScene(); device.Present(); }); }
public SpriteBatch(Device d, ContentManager c) { Device = d; cubeVert = new VertexBuffer(Device, 4 * 28, Usage.WriteOnly, VertexFormat.None, Pool.Managed); cubeVert.Lock(0, 0, LockFlags.None).WriteRange(new[] { new VertexPositionTextureColor() { Color = Color.White.ToArgb(), Position = new Vector4f(0, 0, 0.0f, 1.0f), TexCoord = new Vector2f(0.0f, 1.0f) }, new VertexPositionTextureColor() { Color = Color.White.ToArgb(), Position = new Vector4f(0, 1, 0.0f, 1.0f), TexCoord = new Vector2f(0.0f, 0.0f) }, new VertexPositionTextureColor() { Color = Color.White.ToArgb(), Position = new Vector4f(1, 0, 0.0f, 1.0f), TexCoord = new Vector2f(1.0f, 1.0f) }, new VertexPositionTextureColor() { Color = Color.White.ToArgb(), Position = new Vector4f(1, 1, 0.0f, 1.0f), TexCoord = new Vector2f(1.0f, 0.0f) } }); cubeVert.Unlock(); var cubeElems = new[] { new VertexElement(0, 0, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Position, 0), new VertexElement(0, 16, DeclarationType.Float2, DeclarationMethod.Default, DeclarationUsage.TextureCoordinate, 0), new VertexElement(0, 24, DeclarationType.Color, DeclarationMethod.Default, DeclarationUsage.Color, 0), VertexElement.VertexDeclarationEnd }; cubeDecl = new VertexDeclaration(Device, cubeElems); renderEffect = c.LoadString<Content.Effect>("float4 c;Texture b;sampler s=sampler_state{texture=<b>;magfilter=LINEAR;minfilter=LINEAR;mipfilter=LINEAR;AddressU=wrap;AddressV=wrap;};float4 f(float2 t:TEXCOORD0):COLOR{return tex2D(s, t) * c;}technique t{pass p{PixelShader = compile ps_2_0 f();}}"); }
public PointSpriteRenderer(Device device, int size) { if (device == null) throw new ArgumentNullException("device"); _device = device; _size = size; _vertexBuffer = new VertexBuffer(_device, _size * Particle.SizeInBytes, Usage.Dynamic | Usage.Points | Usage.WriteOnly, VertexFormat.None, Pool.Default); var vertexElements = new[] { new VertexElement(0, 0, DeclarationType.Float1, DeclarationMethod.Default, DeclarationUsage.Color, 0), // Age new VertexElement(1, 0, DeclarationType.Float1, DeclarationMethod.Default, DeclarationUsage.Position, 0), // X new VertexElement(2, 0, DeclarationType.Float1, DeclarationMethod.Default, DeclarationUsage.Position, 1), // Y new VertexElement(3, 0, DeclarationType.Float1, DeclarationMethod.Default, DeclarationUsage.Color, 1), // R new VertexElement(4, 0, DeclarationType.Float1, DeclarationMethod.Default, DeclarationUsage.Color, 2), // G new VertexElement(5, 0, DeclarationType.Float1, DeclarationMethod.Default, DeclarationUsage.Color, 3), // B new VertexElement(6, 0, DeclarationType.Float1, DeclarationMethod.Default, DeclarationUsage.PointSize, 0), // Size new VertexElement(7, 0, DeclarationType.Float1, DeclarationMethod.Default, DeclarationUsage.TextureCoordinate, 0), // Rotation VertexElement.VertexDeclarationEnd }; _effect = Effect.FromString(device, Resources.PointSpriteShader, ShaderFlags.PartialPrecision); _vertexDeclaration = new VertexDeclaration(device, vertexElements); }
void UpdateBatch(List<MyRenderBatchPart> batchParts) { // Clear all lists foreach (var pair in m_materialGroups) { pair.Value.Clear(); } int vbSize = 0; int triangleCount = 0; m_vertexCount = 0; m_vertexDeclaration = null; if (batchParts.Count == 0) return; // Add meshes to lists for (int i = 0; i < batchParts.Count; i++) { var part = batchParts[i]; var model = MyRenderModels.GetModel(part.Model); model.LoadData(); if (model.LoadState == LoadState.Unloaded) { model.LoadInDraw(LoadingMode.Immediate); } if (model.LoadState == LoadState.Loading) Debug.Fail("Batch model is loading, this should not happen"); if (m_vertexDeclaration == null) { m_vertexStride = model.GetVertexStride(); m_vertexDeclaration = model.GetVertexDeclaration(); } else if (m_vertexDeclaration != model.GetVertexDeclaration()) { Debug.Fail("Models in batch must have same declaration"); continue; } foreach (var mesh in model.GetMeshList()) { List<MyRenderMeshInfo> meshList = new List<MyRenderMeshInfo>(); if (!m_materialGroups.TryGetValue(mesh.Material, out meshList)) { meshList = new List<MyRenderMeshInfo>(); m_materialGroups.Add(mesh.Material, meshList); } meshList.Add(new MyRenderMeshInfo() { Model = model, Mesh = mesh, VertexOffset = m_vertexCount }); } vbSize += model.GetVBSize; m_vertexCount += model.GetVerticesCount(); triangleCount += model.GetTrianglesCount(); } CreateVertexBuffer(batchParts, vbSize); CreateIndexBuffer(triangleCount); }
public static void UnloadContent() { if (m_vertexDeclaration != null) { m_vertexDeclaration.Dispose(); m_vertexDeclaration = null; } }
public static SharpDX.Direct3D9.VertexDeclaration GetDeclaration(Device device) { return _declaration ?? (_declaration = new VertexDeclaration(device, new[] { new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Position, 0), new VertexElement(0, 12, DeclarationType.Color, DeclarationMethod.Default, DeclarationUsage.Color, 0), VertexElement.VertexDeclarationEnd })); }
public static VertexDeclaration GetDeclaration(Device device) { return vdecl ?? (vdecl = new VertexDeclaration(device, new VertexElement[]{ new VertexElement(0,0,DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Position, 0), new VertexElement(0,sizeof(float)*3, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Normal, 0), new VertexElement(0,sizeof(float)*6, DeclarationType.Float2, DeclarationMethod.Default, DeclarationUsage.TextureCoordinate, 0), VertexElement.VertexDeclarationEnd })); }
public NormalsDecorator(Device device) { _device = device; _lineVertexDeclaration = new VertexDeclaration(_device, VertexPositionColor.VertexElements); _lineEffect = new LineEffect(device); _normals = new Dictionary<ModelMesh, NormalBuffers>(); }
/// <summary> /// Constructor. /// </summary> /// <param name="graphicsDevice"></param> /// <param name="vertexBufferSize"></param> /// <param name="matrixStackSize"></param> /// <param name="colorStackSize"></param> public GraphicsBatch(GraphicsDevice graphicsDevice, int vertexBufferSize, int matrixStackSize) { if (graphicsDevice == null) throw new ArgumentNullException("graphicsDevice"); graphicsDevice.EnsureDeviceCreated(); this.GraphicsDevice = graphicsDevice; this.vertexDeclaration = new D3D.VertexDeclaration(this.GraphicsDevice.InternalDevice, new[] { new D3D.VertexElement(0, 0, D3D.DeclarationType.Float4, D3D.DeclarationMethod.Default, D3D.DeclarationUsage.Position, 0), new D3D.VertexElement(0, 16, D3D.DeclarationType.Float4, D3D.DeclarationMethod.Default, D3D.DeclarationUsage.Color, 0), new D3D.VertexElement(0, 32, D3D.DeclarationType.Float2, D3D.DeclarationMethod.Default, D3D.DeclarationUsage.TextureCoordinate, 0), D3D.VertexElement.VertexDeclarationEnd }); this.vertices = new Vertex[vertexBufferSize * 4]; this.vertexCount = 0; this.indices = new short[vertexBufferSize * 6]; for (short i = 0, vertex = 0; i < this.indices.Length; i += 6, vertex += 4) { this.indices[i] = vertex; this.indices[i + 1] = (short)(vertex + 1); this.indices[i + 2] = (short)(vertex + 2); this.indices[i + 3] = vertex; this.indices[i + 4] = (short)(vertex + 2); this.indices[i + 5] = (short)(vertex + 3); } this.basicEffect = new BasicEffect(this.GraphicsDevice); this.pixel = D3DHelper.CreateTexture(this.GraphicsDevice.InternalDevice, 1, 1, TextureUsage.None); SharpDX.DataRectangle dataRectangle = this.pixel.LockRectangle(0, D3D.LockFlags.None); using (SharpDX.DataStream dataStream = new SharpDX.DataStream(dataRectangle.DataPointer, dataRectangle.Pitch, true, true)) { dataStream.WriteRange(new Color[] { Color.White }); } this.pixel.UnlockRectangle(0); this.pixelSource = new Rectangle(0, 0, 1, 1); this.matrixStack = new Matrix[matrixStackSize]; this.matrixStackCount = 0; this.texture = null; }
public override void CreateVertexDeclaration() { lock (DX.GlobalLock) { var vertexElems = new[] { new D3D9.VertexElement(0, 0, D3D9.DeclarationType.Float3, D3D9.DeclarationMethod.Default, D3D9.DeclarationUsage.Position, 0), new D3D9.VertexElement(0, 12, D3D9.DeclarationType.Color, D3D9.DeclarationMethod.Default, D3D9.DeclarationUsage.Color, 0), D3D9.VertexElement.VertexDeclarationEnd }; VertexDecl = new D3D9.VertexDeclaration(DX.Device, vertexElems); } VertexDeclStride = 16; }
public static void LoadContent(Device device) { //new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), //new VertexElement(sizeof(float) * (3), VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0), //new VertexElement(sizeof(float) * (3 + 2), VertexElementFormat.Vector4, VertexElementUsage.Color, 0) var elements = new[] { new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Position, 0), new VertexElement(0, sizeof(float) * (3), DeclarationType.Float2, DeclarationMethod.Default, DeclarationUsage.TextureCoordinate, 0), new VertexElement(0, sizeof(float) * (3 + 2), DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Color, 0), VertexElement.VertexDeclarationEnd }; m_stride = D3DX.GetDeclarationVertexSize(elements, 0); System.Diagnostics.Debug.Assert(m_vertexDeclaration == null); m_vertexDeclaration = new VertexDeclaration(device, elements); }
internal Model(Scene scene, Device device, VertexDeclaration vertexDeclaration) { SourceScene = scene; _device = device; _vertexDeclaration = vertexDeclaration; _decorators = new List<IDecorator> { new FillModeDecorator(device), new NormalsDecorator(device), new ShadowDecorator(device), new RenderOptionsDecorator(device) }; Meshes = new List<ModelMesh>(); }
public virtual void CreateVertexDeclaration() { lock (DX.GlobalLock) { var vertexElems = new[] { new D3D9.VertexElement(0, 0, D3D9.DeclarationType.Float3, D3D9.DeclarationMethod.Default, D3D9.DeclarationUsage.Position, 0), new D3D9.VertexElement(0, 12, D3D9.DeclarationType.Float3, D3D9.DeclarationMethod.Default, D3D9.DeclarationUsage.Normal, 0), new D3D9.VertexElement(0, 24, D3D9.DeclarationType.Color, D3D9.DeclarationMethod.Default, D3D9.DeclarationUsage.Color, 0), new D3D9.VertexElement(0, 28, D3D9.DeclarationType.Float2, D3D9.DeclarationMethod.Default, D3D9.DeclarationUsage.TextureCoordinate, 0), D3D9.VertexElement.VertexDeclarationEnd }; VertexDecl = new D3D9.VertexDeclaration(DX.Device, vertexElems); } VertexDeclStride = 36; }
public static D3D9.VertexDeclaration Generate(DECLChunk declChunk, DX dx) { D3D9.VertexElement[] vertexElements = new D3D9.VertexElement[declChunk.Declarations.Count + 1]; for (int i = 0; i < declChunk.Declarations.Count; i++) { var declElem = declChunk.Declarations[i]; D3D9.VertexElement element = new D3D9.VertexElement(0, declElem.Offset, (D3D9.DeclarationType)declElem.Type, (D3D9.DeclarationMethod)declElem.Method, (D3D9.DeclarationUsage)declElem.Usage, declElem.UsageIndex); vertexElements[i] = element; } vertexElements[vertexElements.Length - 1] = D3D9.VertexElement.VertexDeclarationEnd; lock (dx.GlobalLock) { D3D9.VertexDeclaration vertexDecl = new D3D9.VertexDeclaration(dx.Device, vertexElements); return(vertexDecl); } }
public void CreateResources() { ushort[] indices = new ushort[6 * 20]; int count = indices.Length / 6; for (int i = 0; i < count; i++) { indices[(i * 6) + 0] = (ushort)((i * 4) + 0); indices[(i * 6) + 1] = (ushort)((i * 4) + 1); indices[(i * 6) + 2] = (ushort)((i * 4) + 2); indices[(i * 6) + 3] = (ushort)((i * 4) + 2); indices[(i * 6) + 4] = (ushort)((i * 4) + 1); indices[(i * 6) + 5] = (ushort)((i * 4) + 3); } _maxBatches = indices.Length / 6; _vertexDeclaration = new VertexDeclaration(_device, VertexPositionNormalTexture.VertexElements); _indexBuffer = new IndexBuffer(_device, sizeof(ushort) * indices.Length, Usage.WriteOnly, Pool.Managed, true); _indexBuffer.Lock(0, 0, LockFlags.None).WriteRange(indices, 0, indices.Length); }
void CreateVertexBuffer() { // Create vertex buffer - vertex format type depends on draw technique switch (m_drawTechnique) { case MyMeshDrawTechnique.MESH: case MyMeshDrawTechnique.DECAL: case MyMeshDrawTechnique.HOLO: case MyMeshDrawTechnique.ALPHA_MASKED: case MyMeshDrawTechnique.SKINNED: { if (m_forLoadingTexCoords0 == null) throw new Exception("Model '" + m_assetName + "' doesn't have texture channel 0 specified, but this shader requires it"); if (m_forLoadingTexCoords0.Length == 0) { MyVertexFormatPosition[] vertexArray = new MyVertexFormatPosition[GetVerticesCount()]; for (int i = 0; i < GetVerticesCount(); i++) { vertexArray[i].Position = m_vertices[i].Position; } m_vertexDeclaration = MyVertexFormatPosition.VertexDeclaration; m_vertexStride = MyVertexFormatPosition.Stride; m_vertexBufferSize = vertexArray.Length * m_vertexStride; m_vertexBuffer = new VertexBuffer(MyRender.GraphicsDevice, m_vertexBufferSize, Usage.WriteOnly, VertexFormat.None, Pool.Default); m_vertexBuffer.SetData(vertexArray); m_vertexBuffer.Tag = this; } else if (MyRenderConstants.RenderQualityProfile.UseNormals) { if (m_forLoadingTangents == null) throw new Exception("Model '" + m_assetName + "' doesn't have tangent vectors calculated, but this shader requires them"); if (BoneIndices.Length > 0) { MyVertexFormatPositionNormalTextureTangentSkinned[] vertexArray = new MyVertexFormatPositionNormalTextureTangentSkinned[GetVerticesCount()]; for (int i = 0; i < GetVerticesCount(); i++) { vertexArray[i].PositionPacked = m_vertices[i].Position; vertexArray[i].NormalPacked = m_vertices[i].Normal; vertexArray[i].TexCoordPacked = m_forLoadingTexCoords0[i]; vertexArray[i].TangentPacked = m_forLoadingTangents[i]; vertexArray[i].BoneIndices = new Byte4(BoneIndices[i].X, BoneIndices[i].Y, BoneIndices[i].Z, BoneIndices[i].W); vertexArray[i].BoneWeights = BoneWeights[i]; } m_vertexDeclaration = MyVertexFormatPositionNormalTextureTangentSkinned.VertexDeclaration; m_vertexStride = MyVertexFormatPositionNormalTextureTangentSkinned.Stride; m_vertexBufferSize = vertexArray.Length * m_vertexStride; m_vertexBuffer = new VertexBuffer(MyRender.GraphicsDevice, m_vertexBufferSize, Usage.WriteOnly, VertexFormat.None, Pool.Default); m_vertexBuffer.SetData(vertexArray); m_vertexBuffer.Tag = this; } else { MyVertexFormatPositionNormalTextureTangent[] vertexArray = new MyVertexFormatPositionNormalTextureTangent[GetVerticesCount()]; for (int i = 0; i < GetVerticesCount(); i++) { vertexArray[i].PositionPacked = m_vertices[i].Position; vertexArray[i].NormalPacked = m_vertices[i].Normal; vertexArray[i].TexCoordPacked = m_forLoadingTexCoords0[i]; vertexArray[i].TangentPacked = m_forLoadingTangents[i]; } m_vertexDeclaration = MyVertexFormatPositionNormalTextureTangent.VertexDeclaration; m_vertexStride = MyVertexFormatPositionNormalTextureTangent.Stride; m_vertexBufferSize = vertexArray.Length * m_vertexStride; m_vertexBuffer = new VertexBuffer(MyRender.GraphicsDevice, m_vertexBufferSize, Usage.WriteOnly, VertexFormat.None, Pool.Default); m_vertexBuffer.SetData(vertexArray); m_vertexBuffer.Tag = this; } } else { MyVertexFormatPositionNormalTexture[] vertexArray = new MyVertexFormatPositionNormalTexture[GetVerticesCount()]; for (int i = 0; i < GetVerticesCount(); i++) { vertexArray[i].Position = GetVertexInt(i); vertexArray[i].Normal = GetVertexNormal(i); vertexArray[i].TexCoord = m_forLoadingTexCoords0[i].ToVector2(); } m_vertexDeclaration = MyVertexFormatPositionNormalTexture.VertexDeclaration; m_vertexStride = MyVertexFormatPositionNormalTexture.Stride; m_vertexBufferSize = vertexArray.Length * m_vertexStride; m_vertexBuffer = new VertexBuffer(MyRender.GraphicsDevice, m_vertexBufferSize, Usage.WriteOnly, VertexFormat.None, Pool.Default); m_vertexBuffer.SetData(vertexArray); m_vertexBuffer.Tag = this; } } break; case MyMeshDrawTechnique.VOXELS_DEBRIS: { MyVertexFormatPositionNormal[] vertexArray = new MyVertexFormatPositionNormal[GetVerticesCount()]; for (int i = 0; i < GetVerticesCount(); i++) { vertexArray[i].Position = GetVertexInt(i); vertexArray[i].Normal = GetVertexNormal(i); } m_vertexDeclaration = MyVertexFormatPositionNormal.VertexDeclaration; m_vertexStride = MyVertexFormatPositionNormal.Stride; m_vertexBufferSize = vertexArray.Length * m_vertexStride; m_vertexBuffer = new VertexBuffer(MyRender.GraphicsDevice, m_vertexBufferSize, Usage.WriteOnly, VertexFormat.None, Pool.Default); m_vertexBuffer.SetData(vertexArray); m_vertexBuffer.Tag = this; } break; default: { throw new InvalidBranchException(); } } MyPerformanceCounter.PerAppLifetime.ModelVertexBuffersSize += m_vertexBufferSize; SignResource(m_vertexBuffer); }
public void LoadBuffers(MyModelData modelData, string assetName = null) { System.Diagnostics.Debug.Assert(modelData.Sections.Count > 0, "Invalid object"); if (modelData.Sections.Count == 0) return; // create index buffer { m_trianglesCount = modelData.Indices.Count / 3; m_Indices_16bit = new ushort[modelData.Indices.Count]; for (int i = 0; i < modelData.Indices.Count; ++i) m_Indices_16bit[i] = (ushort)modelData.Indices[i]; m_indexBuffer = new IndexBuffer(MyRender.GraphicsDevice, m_Indices_16bit.Length * sizeof(short), Usage.WriteOnly, Pool.Default, true); m_indexBuffer.SetData(m_Indices_16bit); m_indexBuffer.Tag = this; m_indexBufferSize = m_Indices_16bit.Length * sizeof(short); SignResource(m_indexBuffer); } // create vertex buffer { m_verticesCount = modelData.Positions.Count; m_vertices = new MyCompressedVertexNormal[m_verticesCount]; var vertexArray = new MyVertexFormatPositionNormalTextureTangent[m_verticesCount]; for (int i = 0; i < modelData.Positions.Count; ++i) { vertexArray[i].Position = modelData.Positions[i]; vertexArray[i].Normal = modelData.Normals[i]; vertexArray[i].Tangent = modelData.Tangents[i]; vertexArray[i].TexCoord = modelData.TexCoords[i]; m_vertices[i] = new MyCompressedVertexNormal() { Position = vertexArray[i].PositionPacked, Normal = vertexArray[i].NormalPacked }; } m_vertexDeclaration = MyVertexFormatPositionNormalTextureTangent.VertexDeclaration; m_vertexStride = MyVertexFormatPositionNormalTextureTangent.Stride; m_vertexBufferSize = vertexArray.Length * m_vertexStride; m_vertexBuffer = new VertexBuffer(MyRender.GraphicsDevice, m_vertexBufferSize, Usage.WriteOnly, VertexFormat.None, Pool.Default); m_vertexBuffer.SetData(vertexArray); m_vertexBuffer.Tag = this; SignResource(m_vertexBuffer); } m_meshContainer.Clear(); // apply materials here for (int s = 0; s < modelData.Sections.Count; ++s) { var mpi = new MyMeshPartInfo(); mpi.Technique = m_drawTechnique; // Disabled, because it assert always when models are loaded before materials //System.Diagnostics.Debug.Assert(MyRenderModels.Materials.ContainsKey(modelData.Sections[s].MaterialName), "Mesh material not present!"); if (MyRenderModels.Materials.ContainsKey(modelData.Sections[s].MaterialName)) mpi.m_MaterialDesc = MyRenderModels.Materials[modelData.Sections[s].MaterialName]; var start = modelData.Sections[s].IndexStart; var end = start + modelData.Sections[s].TriCount*3; for (int i = start; i < end; ++i) mpi.m_indices.Add(modelData.Indices[i]); m_meshContainer.Add(new MyRenderMesh(mpi, null) { IndexStart = modelData.Sections[s].IndexStart, TriCount = modelData.Sections[s].TriCount }); } // store properties of this model { BoundingBox = modelData.AABB; BoundingSphere = new BoundingSphere(modelData.AABB.Center, modelData.AABB.HalfExtents.Length()); BoundingBoxSize = BoundingBox.Size; BoundingBoxSizeHalf = BoundingBox.HalfExtents; ModelInfo = new MyModelInfo(m_trianglesCount, m_verticesCount, BoundingBoxSize); PreloadTextures(LoadingMode.Immediate); LoadState = Textures.LoadState.Loaded; m_loadedContent = true; m_loadedData = true; } }
private static void Main() { var form = new RenderForm("SharpDX - MiniCube Direct3D9 Sample"); // Creates the Device var direct3D = new Direct3D(); var device = new Device(direct3D, 0, DeviceType.Hardware, form.Handle, CreateFlags.HardwareVertexProcessing, new PresentParameters(form.ClientSize.Width, form.ClientSize.Height)); // Creates the VertexBuffer var vertices = new VertexBuffer(device, Utilities.SizeOf<Vector4>() * 2 * 36, Usage.WriteOnly, VertexFormat.None, Pool.Managed); vertices.Lock(0, 0, LockFlags.None).WriteRange(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), }); vertices.Unlock(); // Compiles the effect var effect = Effect.FromFile(device, "MiniCube.fx", ShaderFlags.None); // Allocate Vertex Elements var vertexElems = new[] { new VertexElement(0, 0, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Position, 0), new VertexElement(0, 16, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Color, 0), VertexElement.VertexDeclarationEnd }; // Creates and sets the Vertex Declaration var vertexDecl = new VertexDeclaration(device, vertexElems); device.SetStreamSource(0, vertices, 0, Utilities.SizeOf<Vector4>() * 2); device.VertexDeclaration = vertexDecl; // Get the technique var technique = effect.GetTechnique(0); var pass = effect.GetPass(technique, 0); // Prepare matrices var view = Matrix.LookAtLH(new Vector3(0, 0, -5), new Vector3(0, 0, 0), Vector3.UnitY); var proj = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, form.ClientSize.Width / (float)form.ClientSize.Height, 0.1f, 100.0f); var viewProj = Matrix.Multiply(view, proj); // Use clock var clock = new Stopwatch(); clock.Start(); RenderLoop.Run(form, () => { var time = clock.ElapsedMilliseconds / 1000.0f; device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0); device.BeginScene(); effect.Technique = technique; effect.Begin(); effect.BeginPass(0); var worldViewProj = Matrix.RotationX(time) * Matrix.RotationY(time * 2) * Matrix.RotationZ(time * .7f) * viewProj; effect.SetValue("worldViewProj", worldViewProj); device.DrawPrimitives(PrimitiveType.TriangleList, 0, 12); effect.EndPass(); effect.End(); device.EndScene(); device.Present(); }); effect.Dispose(); vertices.Dispose(); device.Dispose(); direct3D.Dispose(); }
public static void Main() { var form = new RenderForm("SimpleD3D9 by C#") { ClientSize = new Size(1024, 768) }; var device = new D3D9Device( new Direct3D(), CUDADevice.Default.ID, DeviceType.Hardware, form.Handle, CreateFlags.HardwareVertexProcessing, new PresentParameters(form.ClientSize.Width, form.ClientSize.Height)); var vertices = new VertexBuffer(device, Utilities.SizeOf<Vector4>()*Total, Usage.WriteOnly, VertexFormat.None, Pool.Default); var vertexElems = new [] { new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Position, 0), new VertexElement(0, 12, DeclarationType.Ubyte4, DeclarationMethod.Default, DeclarationUsage.Color, 0), VertexElement.VertexDeclarationEnd }; var vertexDecl = new VertexDeclaration(device, vertexElems); var worker = Worker.CreateByFunc(() => Generate(device)); var updater = new SimpleD3D9(GPUModuleTarget.Worker(worker)); var view = Matrix.LookAtLH( new Vector3(0.0f, 3.0f, -2.0f), // the camera position new Vector3(0.0f, 0.0f, 0.0f), // the look-at position new Vector3(0.0f, 1.0f, 0.0f)); // the up direction var proj = Matrix.PerspectiveFovLH( (float) (Math.PI/4.0), // the horizontal field of view 1.0f, 1.0f, 100.0f); device.SetTransform(TransformState.View, view); device.SetTransform(TransformState.Projection, proj); device.SetRenderState(RenderState.Lighting, false); var vbres = RegisterVerticesResource(vertices); var clock = System.Diagnostics.Stopwatch.StartNew(); RenderLoop.Run(form, () => { var time = (float) (clock.Elapsed.TotalMilliseconds)/300.0f; updater.Update(vbres, time); // Now normal D3D9 rendering procedure. device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, new ColorBGRA(0, 40, 100, 0), 1.0f, 0); device.BeginScene(); device.VertexDeclaration = vertexDecl; device.SetStreamSource(0, vertices, 0, Utilities.SizeOf<Vector4>()); // we use PointList as the graphics primitives device.DrawPrimitives(SharpDX.Direct3D9.PrimitiveType.PointList, 0, Total); device.EndScene(); device.Present(); }); UnregisterVerticesResource(vbres); updater.Dispose(); worker.Dispose(); vertexDecl.Dispose(); vertices.Dispose(); device.Dispose(); form.Dispose(); }
/// <summary> /// Draws a Gradient. /// </summary> /// <param name="x">Position X</param> /// <param name="y">Position Y</param> /// <param name="width">Width</param> /// <param name="height">Height</param> /// <param name="startCol">Starting Color</param> /// <param name="endCol">Ending Color</param> /// <param name="orientation">Orientation</param> public void GradientRect( float x, float y, float width, float height, ColorBGRA startCol, ColorBGRA endCol, Orientation orientation) { var vertices = new VertexBuffer( Drawing.Direct3DDevice, SharpDX.Utilities.SizeOf<Vector4>() * 2 * 4, Usage.WriteOnly, VertexFormat.Diffuse | VertexFormat.PositionRhw, Pool.Default); vertices.Lock(0, 0, LockFlags.None) .WriteRange( new[] { new Vector4(x, y, 0f, 1.0f), startCol.ToVector4(), new Vector4(x + width, y, 0f, 1.0f), orientation == Orientation.Vertical ? endCol.ToVector4() : startCol.ToVector4(), new Vector4(x, y + height, 0f, 1.0f), orientation == Orientation.Vertical ? startCol.ToVector4() : endCol.ToVector4(), new Vector4(x + width, y + height, 0f, 1.0f), endCol.ToVector4() }); vertices.Unlock(); VertexElement[] vertexElements = { new VertexElement( 0, 0, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Position, 0), new VertexElement( 0, 16, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Color, 0), VertexElement.VertexDeclarationEnd }; var vertexDeclaration = new VertexDeclaration(Drawing.Direct3DDevice, vertexElements); var olddec = Drawing.Direct3DDevice.VertexDeclaration; Drawing.Direct3DDevice.SetStreamSource(0, vertices, 0, SharpDX.Utilities.SizeOf<Vector4>() * 2); Drawing.Direct3DDevice.VertexDeclaration = vertexDeclaration; Drawing.Direct3DDevice.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2); Drawing.Direct3DDevice.VertexDeclaration = olddec; vertexDeclaration.Dispose(); vertices.Dispose(); }
/// <summary> /// Creates the vertexes. /// </summary> public static void CreateVertexes() { const float x = 6000f; _vertices = new VertexBuffer( Device, Utilities.SizeOf<Vector4>() * 2 * 6, Usage.WriteOnly, VertexFormat.None, Pool.Managed); _vertices.Lock(0, 0, LockFlags.None).WriteRange( new[] { //T1 new Vector4(-x, 0f, -x, 1.0f), new Vector4(), new Vector4(-x, 0f, x, 1.0f), new Vector4(), new Vector4(x, 0f, -x, 1.0f), new Vector4(), //T2 new Vector4(-x, 0f, x, 1.0f), new Vector4(), new Vector4(x, 0f, x, 1.0f), new Vector4(), new Vector4(x, 0f, -x, 1.0f), new Vector4() }); _vertices.Unlock(); _vertexElements = new[] { new VertexElement( 0, 0, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Position, 0), new VertexElement( 0, 16, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Color, 0), VertexElement.VertexDeclarationEnd }; _vertexDeclaration = new VertexDeclaration(Device, _vertexElements); #region Effect try { /* _effect = Effect.FromString(Device, @" struct VS_S { float4 Position : POSITION; float4 Color : COLOR0; float4 Position3D : TEXCOORD0; }; float4x4 ProjectionMatrix; float4 CircleColor; float Radius; float Border; bool zEnabled; VS_S VS( VS_S input ) { VS_S output = (VS_S)0; output.Position = mul(input.Position, ProjectionMatrix); output.Color = input.Color; output.Position3D = input.Position; return output; } float4 PS( VS_S input ) : COLOR { VS_S output = (VS_S)0; output = input; float4 v = output.Position3D; float distance = Radius - sqrt(v.x * v.x + v.z*v.z); // Distance to the circle arc. output.Color.x = CircleColor.x; output.Color.y = CircleColor.y; output.Color.z = CircleColor.z; if(distance < Border && distance > -Border) { output.Color.w = (CircleColor.w - CircleColor.w * abs(distance * 1.75 / Border)); } else { output.Color.w = 0; } if(Border < 1 && distance >= 0) { output.Color.w = CircleColor.w; } return output.Color; } technique Main { pass P0 { ZEnable = zEnabled; AlphaBlendEnable 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0x00, 0xF0, 0xF0, 0xF0, 0xF0, 0x0F, 0x0F, 0x0F, 0x0F, 0xFF, 0xFF, 0x00, 0x00 }; _effect = Effect.FromMemory(Device, compiledEffect, ShaderFlags.None); } catch (Exception e) { Console.WriteLine(e); return; } #endregion _technique = _effect.GetTechnique(0); if (!_initialized) { _initialized = true; Drawing.OnPreReset += OnPreReset; Drawing.OnPreReset += OnPostReset; AppDomain.CurrentDomain.DomainUnload += Dispose; } }
/// <summary>Disposes the device objects.</summary> private void DisposeDeviceObjects() { if(_viewTexture != null) { try { _viewTexture.Dispose(); } catch { } _viewTexture = null; } if(_vertexBuffer != null) { try { _vertexBuffer.Dispose(); } catch { } _vertexBuffer = null; } if(_vertexDeclaration != null) { try { _vertexDeclaration.Dispose(); } catch { } _vertexDeclaration = null; } }
/// <summary> /// Creates the vertexes. /// </summary> public static void CreateVertexes() { const float X = 6000f; vertices = new VertexBuffer( Device, Utilities.SizeOf<Vector4>() * 2 * 6, Usage.WriteOnly, VertexFormat.None, Pool.Managed); vertices.Lock(0, 0, LockFlags.None).WriteRange( new[] { //T1 new Vector4(-X, 0f, -X, 1.0f), new Vector4(), new Vector4(-X, 0f, X, 1.0f), new Vector4(), new Vector4(X, 0f, -X, 1.0f), new Vector4(), //T2 new Vector4(-X, 0f, X, 1.0f), new Vector4(), new Vector4(X, 0f, X, 1.0f), new Vector4(), new Vector4(X, 0f, -X, 1.0f), new Vector4() }); vertices.Unlock(); vertexElements = new[] { new VertexElement( 0, 0, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Position, 0), new VertexElement( 0, 16, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Color, 0), VertexElement.VertexDeclarationEnd }; vertexDeclaration = new VertexDeclaration(Device, vertexElements); #region Effect try { var compiledEffect = new byte[] { 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Console.WriteLine(e); return; } #endregion technique = effect.GetTechnique(0); if (initialized) { return; } initialized = true; Drawing.OnPreReset += CircleOnPreReset; Drawing.OnPreReset += CircleOnPostReset; AppDomain.CurrentDomain.DomainUnload += CircleDispose; }
/// <summary> /// Draws a filled Circle /// </summary> /// <param name="x">Position X</param> /// <param name="y">Position Y</param> /// <param name="rad">Radius</param> /// <param name="rotate">Rotation 0 - 360</param> /// <param name="type">Circle Type</param> /// <param name="smoothing">Smooth Antialiasing</param> /// <param name="resolution">Real smooth value</param> /// <param name="color">Color</param> public static void DrawCircleFilled(float x, float y, float rad, float rotate, CircleType type, bool smoothing, int resolution, Color color) { VertexBuffer vertices = new VertexBuffer( Drawing.Direct3DDevice, Utilities.SizeOf<Vector4>() * 2 * (resolution + 4), Usage.WriteOnly, VertexFormat.Diffuse | VertexFormat.PositionRhw, Pool.Default); double angle = rotate * Math.PI / 180d; double pi = 0.0d; if (type == CircleType.Full) pi = Math.PI; // Full circle if (type == CircleType.Half) pi = Math.PI / 2d; // 1/2 circle if (type == CircleType.Quarter) pi = Math.PI / 4d; // 1/4 circle List<Vector4> data = new List<Vector4>(new [] { new Vector4(x, y, 0f, 1f), color.ToVector4() }); for (int i = 1; i < resolution + 4; i++) { float x1 = (float)(x - rad * Math.Cos(pi * ((i - 1) / (resolution / 2.0f)))); float y1 = (float)(y - rad * Math.Sin(pi * ((i - 1) / (resolution / 2.0f)))); data.AddRange(new[] { new Vector4(x1, y1, 0f, 1.0f), color.ToVector4() }); } // Rotate matrix int res = 2 * resolution + 4; for (int i = 0; i < res; i = i + 2) { data[i] = new Vector4((float)(x + Math.Cos(angle) * (data[i].X - x) - Math.Sin(angle) * (data[i].Y - y)), (float)(y + Math.Sin(angle) * (data[i].X - x) + Math.Cos(angle) * (data[i].Y - y)), data[i].Z, data[i].W); } vertices.Lock(0, Utilities.SizeOf<Vector4>() * 2 * (resolution + 4), LockFlags.None).WriteRange(data.ToArray()); vertices.Unlock(); VertexElement[] vertexElements = { new VertexElement( 0, 0, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Position, 0), new VertexElement( 0, 16, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Color, 0), VertexElement.VertexDeclarationEnd }; VertexDeclaration vertexDeclaration = new VertexDeclaration(Drawing.Direct3DDevice, vertexElements); if (smoothing) { Drawing.Direct3DDevice.SetRenderState(RenderState.MultisampleAntialias, true); Drawing.Direct3DDevice.SetRenderState(RenderState.AntialiasedLineEnable, true); } else { Drawing.Direct3DDevice.SetRenderState(RenderState.MultisampleAntialias, false); Drawing.Direct3DDevice.SetRenderState(RenderState.AntialiasedLineEnable, false); } var olddec = Drawing.Direct3DDevice.VertexDeclaration; Drawing.Direct3DDevice.SetStreamSource(0, vertices, 0, Utilities.SizeOf<Vector4>() * 2); Drawing.Direct3DDevice.VertexDeclaration = vertexDeclaration; Drawing.Direct3DDevice.DrawPrimitives(PrimitiveType.TriangleFan, 0, resolution); Drawing.Direct3DDevice.VertexDeclaration = olddec; vertexDeclaration.Dispose(); vertices.Dispose(); }
public void PrepareSubObject(ref Device device) { if (State != ObjectState.Disposed) { if (State != ObjectState.Ready) { this.effect = ResManager.Basic_Effect.Clone(device); this.Technique = this.effect.GetTechnique(0); this.Pass = this.effect.GetPass(this.Technique, 0); VertexBuffer = new VertexBuffer(device, Utilities.SizeOf<structVertex>() * Vertices.Length, Usage.WriteOnly, VertexFormat.None, Pool.Managed); DataStream = VertexBuffer.Lock(0, 0, LockFlags.None); DataStream.WriteRange(Vertices); VertexBuffer.Unlock(); this.vertexElems3D = new VertexDeclaration(device, new VertexElement[] { new VertexElement(0, // POSITION 0, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Position, 0), new VertexElement(0, // TEXCOORD0 Convert.ToInt16(Utilities.SizeOf<Vector4>()), DeclarationType.Float2, DeclarationMethod.Default,DeclarationUsage.TextureCoordinate,0), new VertexElement(0, // COLOR0 Convert.ToInt16(Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector2>()), DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Color, 0), new VertexElement(0, // NORMAL0 Convert.ToInt16(Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector2>()+Utilities.SizeOf<Vector4>()), DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Normal, 0), new VertexElement(0, // TANGENT Convert.ToInt16(Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector2>()+Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector3>()), DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Tangent, 0), VertexElement.VertexDeclarationEnd, }); State = ObjectState.Ready; } else { debug.WriteNicely("!", ConsoleColor.DarkRed, "ATTENTION DUPLICATION DU MODEL", 0); } } else { debug.WriteNicely("!", ConsoleColor.DarkRed, "ATTENTION, VOUS TENTEZ D'AFFICHER UN MESH N'EXISTANT PLUS", 0); } }
/// <summary> /// Sets the circle to the 3D state. /// </summary> /// <param name="radiusV"> /// The radius /// </param> /// <param name="widthV"> /// The width /// </param> /// <param name="zDeepV"> /// The depth testing /// </param> /// <returns> /// The <see cref="DrawCircle" />. /// </returns> public DrawCircle Set3D(float? radiusV = null, int? widthV = null, bool? zDeepV = null) { if (radiusV.HasValue) { this.Radius = radiusV.Value; } if (widthV.HasValue) { this.Width = widthV.Value; } if (zDeepV.HasValue) { this.zDeep = zDeepV.Value; } this.VertexBuffer = new VertexBuffer( Drawing.Direct3DDevice, Utilities.SizeOf<Vector4>() * 2 * 6, Usage.WriteOnly, VertexFormat.None, Pool.Managed); this.VertexBuffer.Lock(0, 0, LockFlags.None) .WriteRange( new[] { new Vector4(-6000f, 0f, -6000f, 1.0f), new Vector4(), new Vector4(-6000f, 0f, 6000f, 1.0f), new Vector4(), new Vector4(6000f, 0f, -6000f, 1.0f), new Vector4(), new Vector4(6000f, 0f, 6000f, 1.0f), new Vector4(), new Vector4(-6000f, 0f, 6000f, 1.0f), new Vector4(), new Vector4(6000f, 0f, -6000f, 1.0f), new Vector4() }); this.VertexBuffer.Unlock(); this.VertexDeclaration = new VertexDeclaration( Drawing.Direct3DDevice, new[] { new VertexElement( 0, 0, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Position, 0), new VertexElement( 0, 16, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Color, 0), VertexElement.VertexDeclarationEnd }); try { this.Effect = Effect.FromMemory( Drawing.Direct3DDevice, new byte[] { 0x01, 0x09, 0xFF, 0xFE, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x60, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 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/// <summary> /// Draws a Circle (not filled) /// </summary> /// <param name="x">Position X</param> /// <param name="y">Position Y</param> /// <param name="radius">Radius</param> /// <param name="rotate">Rotation 0 - 360</param> /// <param name="type">Circle Type</param> /// <param name="smoothing">Smooth Antialiasing</param> /// <param name="resolution">Real smooth value</param> /// <param name="color">Color</param> public static void DrawCircle( float x, float y, float radius, int rotate, CircleType type, bool smoothing, int resolution, Color color) { var vertices = new VertexBuffer( Drawing.Direct3DDevice9, Utilities.SizeOf<Vector4>() * 2 * (resolution + 2), Usage.WriteOnly, VertexFormat.Diffuse | VertexFormat.PositionRhw, Pool.Default); var angle = rotate * (float)Math.PI / 180f; var pi = 0.0f; if (type == CircleType.Full) { pi = (float)Math.PI; // Full circle } if (type == CircleType.Half) { pi = (float)Math.PI / 2f; // 1/2 circle } if (type == CircleType.Quarter) { pi = (float)Math.PI / 4f; // 1/4 circle } var data = new List<Vector4>(); for (var i = 0; i < resolution + 2; i++) { var x1 = x - (radius * (float)Math.Cos(i * (2f * pi / resolution))); var y1 = y - (radius * (float)Math.Sin(i * (2f * pi / resolution))); data.AddRange(new[] { new Vector4(x1, y1, 0f, 1.0f), color.ToVector4() }); } // Rotate matrix var res = (2 * resolution) + 2; for (var i = 0; i < res; i = i + 2) { data[i] = new Vector4( (float)(x + (Math.Cos(angle) * (data[i].X - x)) - (Math.Sin(angle) * (data[i].Y - y))), (float)(y + (Math.Sin(angle) * (data[i].X - x)) + (Math.Cos(angle) * (data[i].Y - y))), data[i].Z, data[i].W); } vertices.Lock(0, 0, LockFlags.None).WriteRange(data.ToArray()); vertices.Unlock(); VertexElement[] vertexElements = { new VertexElement( 0, 0, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Position, 0), new VertexElement( 0, 16, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Color, 0), VertexElement.VertexDeclarationEnd }; var vertexDeclaration = new VertexDeclaration(Drawing.Direct3DDevice9, vertexElements); if (smoothing) { Drawing.Direct3DDevice9.SetRenderState(RenderState.MultisampleAntialias, true); Drawing.Direct3DDevice9.SetRenderState(RenderState.AntialiasedLineEnable, true); } var olddec = Drawing.Direct3DDevice9.VertexDeclaration; Drawing.Direct3DDevice9.SetStreamSource(0, vertices, 0, Utilities.SizeOf<Vector4>() * 2); Drawing.Direct3DDevice9.VertexDeclaration = vertexDeclaration; Drawing.Direct3DDevice9.DrawPrimitives(PrimitiveType.LineStrip, 0, resolution); Drawing.Direct3DDevice9.VertexDeclaration = olddec; vertexDeclaration.Dispose(); vertices.Dispose(); }
/// <summary> /// Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged and managed /// resources. /// </summary> /// <param name="type"> /// The type of free, release or reset of resources. /// </param> private void Dispose(bool type) { if (type) { if (this.Sprite != null && !this.Sprite.IsDisposed) { this.Sprite.Dispose(); this.Sprite = null; } if (this.Effect != null && this.Effect.IsDisposed) { this.Effect.Dispose(); this.Effect = null; } if (this.VertexBuffer != null && this.VertexBuffer.IsDisposed) { this.VertexBuffer.Dispose(); this.VertexBuffer = null; } if (this.VertexDeclaration != null && this.VertexDeclaration.IsDisposed) { this.VertexDeclaration.Dispose(); this.VertexDeclaration = null; } if (this.Line != null && !this.Line.IsDisposed) { this.Line.Dispose(); this.Line = null; } for (var i = 0; i < this.vector2Vertices.Length; ++i) { this.vector2Vertices[i] = Vector2.Zero; } } }
public static void DrawCircle(Vector3 position, float radius, Color color, int width = 1, bool zDeep = false) { if (_vertices == null) { const float x = 6000f; _vertices = new VertexBuffer( Drawing.Direct3DDevice, Utilities.SizeOf<Vector4>() * 2 * 6, Usage.WriteOnly, VertexFormat.None, Pool.Managed); _vertices.Lock(0, 0, LockFlags.None).WriteRange( new[] { //T1 new Vector4(-x, 0f, -x, 1.0f), new Vector4(), new Vector4(-x, 0f, x, 1.0f), new Vector4(), new Vector4(x, 0f, -x, 1.0f), new Vector4(), //T2 new Vector4(x, 0f, x, 1.0f), new Vector4(), new Vector4(-x, 0f, x, 1.0f), new Vector4(), new Vector4(x, 0f, -x, 1.0f), new Vector4() }); _vertices.Unlock(); _vertexElements = new[] { new VertexElement( 0, 0, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Position, 0), new VertexElement( 0, 16, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Color, 0), VertexElement.VertexDeclarationEnd }; _vertexDeclaration = new VertexDeclaration(Drawing.Direct3DDevice, _vertexElements); #region Effect try { /* _effect = Effect.FromString(Drawing.Direct3DDevice, @" struct VS_S { float4 Position : POSITION; float4 Color : COLOR0; float4 Position3D : TEXCOORD0; }; float4x4 ProjectionMatrix; float4 CircleColor; float Radius; float Border; bool zEnabled; VS_S VS( VS_S input ) { VS_S output = (VS_S)0; output.Position = mul(input.Position, ProjectionMatrix); output.Color = input.Color; output.Position3D = input.Position; return output; } float4 PS( VS_S input ) : COLOR { VS_S output = (VS_S)0; output = input; float4 v = output.Position3D; float distance = Radius - sqrt(v.x * v.x + v.z*v.z); // Distance to the circle arc. output.Color.x = CircleColor.x; output.Color.y = CircleColor.y; output.Color.z = CircleColor.z; if(distance < Border && distance > -Border) { output.Color.w = (CircleColor.w - CircleColor.w * abs(distance * 1.75 / Border)); } else { output.Color.w = 0; } if(Border < 1 && distance >= 0) { output.Color.w = CircleColor.w; } return output.Color; } technique Main { pass P0 { ZEnable = zEnabled; AlphaBlendEnable = TRUE; DestBlend = INVSRCALPHA; SrcBlend = SRCALPHA; VertexShader = compile vs_2_0 VS(); PixelShader = compile ps_2_0 PS(); } }", ShaderFlags.None); */ var compiledEffect = new byte[] { 0x01, 0x09, 0xFF, 0xFE, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x60, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x11, 0x00, 0x00, 0x00, 0x50, 0x72, 0x6F, 0x6A, 0x65, 0x63, 0x74, 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0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xF0, 0xF0, 0xF0, 0xF0, 0x0F, 0x0F, 0x0F, 0x0F, 0xFF, 0xFF, 0x00, 0x00 }; _effect = Effect.FromMemory(Drawing.Direct3DDevice, compiledEffect, ShaderFlags.None); } catch (Exception e) { Console.WriteLine(e); return; } #endregion _technique = _effect.GetTechnique(0); Drawing.OnPreReset += delegate { _effect.OnLostDevice(); }; Drawing.OnPostReset += delegate { _effect.OnResetDevice(); }; AppDomain.CurrentDomain.DomainUnload += delegate { _effect.Dispose(); _vertices.Dispose(); _vertexDeclaration.Dispose(); }; } if (_vertices.IsDisposed || _vertexDeclaration.IsDisposed || _effect.IsDisposed) { return; } var olddec = Drawing.Direct3DDevice.VertexDeclaration; _effect.Technique = _technique; _effect.Begin(); _effect.BeginPass(0); _effect.SetValue( "ProjectionMatrix", Matrix.Translation(position.SwitchYZ()) * Drawing.View * Drawing.Projection); _effect.SetValue( "CircleColor", new Vector4(color.R / 255f, color.G / 255f, color.B / 255f, color.A / 255f)); _effect.SetValue("Radius", radius); _effect.SetValue("Border", 2f + width); _effect.SetValue("zEnabled", zDeep); Drawing.Direct3DDevice.SetStreamSource(0, _vertices, 0, Utilities.SizeOf<Vector4>() * 2); Drawing.Direct3DDevice.VertexDeclaration = _vertexDeclaration; Drawing.Direct3DDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 2); _effect.EndPass(); _effect.End(); Drawing.Direct3DDevice.VertexDeclaration = olddec; }
/// <summary>Creates the device objects.</summary> private void CreateDeviceObjects(Device device) { if(_viewWidth == 0) return; if(_scanBuffer == null) { _intPtr32 = (IntPtr.Size == sizeof(Int32)); _scanBuffer = new int[_viewWidth]; int vertexColor = -1; float height = device.Viewport.Height; float width = height / 1.2f * 1.6f; float tu = ((float) _viewWidth) / ((float) _textureWidth); float tv = ((float) _viewHeight) / ((float) _textureHeight); float centerX = device.Viewport.Width * 0.5f; float centerY = device.Viewport.Height * 0.5f; float xLeft = centerX - width * 0.5f - 0.5f; float xRight = centerX + width * 0.5f - 0.5f; float yTop = centerY - height * 0.5f - 0.5f; float yBottom = centerY + height * 0.5f - 0.5f; _vertices = new DX9TransformedColorTexture[] { new DX9TransformedColorTexture(xLeft, yBottom, 1.0f, 1.0f, vertexColor, 0, tv), new DX9TransformedColorTexture(xLeft, yTop, 1.0f, 1.0f, vertexColor, 0, 0), new DX9TransformedColorTexture(xRight, yBottom, 1.0f, 1.0f, vertexColor, tu, tv), new DX9TransformedColorTexture(xRight, yTop, 1.0f, 1.0f, vertexColor, tu, 0), }; } _viewTexture = new Texture(device, _textureWidth, _textureHeight, 1, Usage.Dynamic, Format.A8R8G8B8, Pool.Default); _vertexBuffer = new VertexBuffer(device, _vertices.Length * Marshal.SizeOf(typeof(DX9TransformedColorTexture)), Usage.WriteOnly, VertexFormat.None, Pool.Managed); DataStream stream = _vertexBuffer.Lock(0, 0, LockFlags.None); stream.WriteRange(_vertices); _vertexBuffer.Unlock(); _vertexDeclaration = DX9TransformedColorTexture.CreateVertexDeclaration(device); }
private static void Main(string[] args) { #region Variables if (args.Length == 3 && args[0] == "-r" && int.TryParse(args[1], out resolution[0]) && int.TryParse(args[2], out resolution[1])) { } int menu_running = 1; // 0 -> jeu en cours // 1 -> menu de demarrage // 2 -> menu de jeu #endregion #region Fenêtre form = new RenderForm("Underground - Horror game"); form.Width = resolution[0]; form.Height = resolution[1]; // Intro panel1 = new Panel(); panel1.Name = "panel1"; panel1.Size = new System.Drawing.Size(resolution[0], resolution[1]); panel1.TabIndex = 1; form.Controls.Add(panel1); m_play = new DxPlay(panel1, @"Ressources\Video\UndergroundPS.avi"); //m_play = new DxPlay(panel1, @"Ressources\Video\UndergrounFinal_Introduction_vidonly.avi"); // Fonction à éxécuter après m_play.StopPlay += new DxPlay.DxPlayEvent(MediaPlayer.Fin_intro); Direct3D direct3D = new Direct3D(); PresentParameters Parametres = new PresentParameters( form.Width, form.Height, Format.X8R8G8B8, 1, MultisampleType.None, 0, SwapEffect.Discard, IntPtr.Zero, true, true, Format.D24X8, PresentFlags.None, 0, PresentInterval.Immediate); input = new Input(form); device = new Device(direct3D, 0, DeviceType.Hardware, form.Handle, CreateFlags.HardwareVertexProcessing, Parametres); vertexElems3D = new[] { new VertexElement(0, // POSITION 0, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Position, 0), new VertexElement(0, // TEXCOORD0 Convert.ToInt16(Utilities.SizeOf<Vector4>()), DeclarationType.Float2, DeclarationMethod.Default,DeclarationUsage.TextureCoordinate,0), new VertexElement(0, // COLOR0 Convert.ToInt16(Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector2>()), DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Color, 0), new VertexElement(0, // NORMAL0 Convert.ToInt16(Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector2>()+Utilities.SizeOf<Vector4>()), DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Normal, 0), new VertexElement(0, // TANGENT Convert.ToInt16(Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector2>()+Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector4>()), DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Tangent, 0), VertexElement.VertexDeclarationEnd, new VertexElement(0, // booléen de bump mapping Convert.ToInt16(Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector2>()+Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector4>()), DeclarationType.Float1, DeclarationMethod.Default, DeclarationUsage.TextureCoordinate, 0), VertexElement.VertexDeclarationEnd, }; vertexElems2D = new[] { new VertexElement(0,0,DeclarationType.Float4,DeclarationMethod.Default,DeclarationUsage.PositionTransformed,0), new VertexElement(0,16,DeclarationType.Float2,DeclarationMethod.Default,DeclarationUsage.TextureCoordinate,0), VertexElement.VertexDeclarationEnd }; VertexDeclaration3D = new VertexDeclaration(Program.device, Program.vertexElems3D); VertexDeclaration2D = new VertexDeclaration(Program.device, Program.vertexElems2D); VertexBufferZero = new VertexBuffer(IntPtr.Zero); device.VertexDeclaration = VertexDeclaration3D; Program.device.SetRenderState(RenderState.AlphaBlendEnable, true); // graphics.GraphicsDevice.RenderState.AlphaBlendEnable = true; Program.device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha); // graphics.GraphicsDevice.RenderState.DestinationBlend = Blend.One; Program.device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha); // graphics.GraphicsDevice.RenderState.SourceBlend = Blend.One; Program.device.SetRenderState(RenderState.AlphaFunc, BlendOperation.Maximum); // graphics.GraphicsDevice.RenderState.BlendFunction = BlendFunction.Add; Program.device.SetRenderState(RenderState.AlphaTestEnable, true); Program.device.SetRenderState(RenderState.MinTessellationLevel, 8); #endregion Liste_textures = new List<structTexture>(); Liste_binaires = new List<structBinary>(); Liste_OBJ = new List<structOBJ>(); Liste_Lights = new Light[2]; Liste_Lights[0].Type = LightType.Point; Liste_Lights[0].Position = new Vector3(0, 0, 0); Liste_Lights[0].Ambient = new Color4(0.5f, 0.5f, 0.5f, 1); Liste_Lights[0].Range = 30f * 70; Liste_Lights[1].Type = LightType.Point; Liste_Lights[1].Position = new Vector3(-100, -100, -100); Liste_Lights[1].Ambient = new Color4(0.5f,0,0,1); Liste_Lights[1].Range = 5f * 70; Liste_textures.Add(new structTexture("null.bmp", Texture.FromFile(device, "null.bmp"))); //Ingame.Slender.doit_etre_recharge = true; // Creation du fichier effect de référence Macro macro = new Macro("nblights", 2.ToString()); BaseEffect = Effect.FromFile(Program.device, "Underground.fx", new Macro[] { macro }, null, "", ShaderFlags.OptimizationLevel3); BaseEffect.Technique = BaseEffect.GetTechnique(0); BaseEffect.SetValue("AmbientLightColor", new Vector4(0f, 0f, 0f, 0f)); Matrix proj = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, Program.form.ClientSize.Width / (float)Program.form.ClientSize.Height, 0.1f, 7000.0f); BaseEffect.SetValue("Projection", proj); BaseEffect.SetValue("LightDiffuseColor[0]", Liste_Lights[0].Ambient); BaseEffect.SetValue("LightDiffuseColor[1]", Liste_Lights[1].Ambient); BaseEffect.SetValue("LightDistanceSquared[1]", Liste_Lights[1].Range); Thread ThSound = new Thread(Sound.main); Thread ThEvents = new Thread(Ingame.fevents); ThSound.Start(); ThEvents.Start(); Menu.Initialize_Menu(); ObjLoader.Initialize(); newmaze = new Maze(10, 10); newmaze.Initecelles(); newmaze.Generate(newmaze.maze[0, 0]); newmaze.impefectGenerate(); newmaze.Setaffichage(); Ingame.ingame(); Menu.Dispose(); ThSound.Abort(); ThEvents.Abort(); VertexBufferZero.Dispose(); VertexDeclaration3D.Dispose(); VertexDeclaration2D.Dispose(); device.Dispose(); direct3D.Dispose(); }