コード例 #1
0
ファイル: ModelMesh.cs プロジェクト: tgjones/meshellator
        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);
        }
コード例 #2
0
ファイル: ModelConverter.cs プロジェクト: tgjones/meshellator
        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;
        }
コード例 #3
0
ファイル: Program.cs プロジェクト: MaybeMars/SharpDX-Samples
        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();
            });
        }
コード例 #4
0
ファイル: SpriteBatch.cs プロジェクト: Naronco/Rekd-Sharp
        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();}}");
        }
コード例 #5
0
        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);
        }
コード例 #6
0
        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);
        }
コード例 #7
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 public static void UnloadContent()
 {
     if (m_vertexDeclaration != null)
     {
         m_vertexDeclaration.Dispose();
         m_vertexDeclaration = null;
     }
 }
コード例 #8
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 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
     }));
 }
コード例 #9
0
ファイル: Vertex.cs プロジェクト: komorra/Genmod3D
 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
     }));
 }
コード例 #10
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        public NormalsDecorator(Device device)
        {
            _device = device;

            _lineVertexDeclaration = new VertexDeclaration(_device, VertexPositionColor.VertexElements);

            _lineEffect = new LineEffect(device);

            _normals = new Dictionary<ModelMesh, NormalBuffers>();
        }
コード例 #11
0
        /// <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;
        }
コード例 #12
0
ファイル: BoundingBoxMesh.cs プロジェクト: Sadral/TRRM
        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;
        }
コード例 #13
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        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);
        }
コード例 #14
0
ファイル: Model.cs プロジェクト: tgjones/meshellator
        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>();
        }
コード例 #15
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ファイル: Mesh.cs プロジェクト: Sadral/TRRM
        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;
        }
コード例 #16
0
ファイル: ModelCreator.cs プロジェクト: Sadral/TRRM
        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);
            }
        }
コード例 #17
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        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);
        }
コード例 #18
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        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);
        }
コード例 #19
0
        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;
            }
        }
コード例 #20
0
ファイル: Program.cs プロジェクト: Nezz/SharpDX
        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();
        }
コード例 #21
0
        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();
        }
コード例 #22
0
        /// <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();
        }
コード例 #23
0
            /// <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 = 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, 0x69, 0x6F, 0x6E, 0x4D, 0x61, 0x74, 0x72, 0x69, 0x78, 0x00, 0x00, 0x00, 0x00,
                        0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0xA4, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                        0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                        0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0C, 0x00, 0x00, 0x00,
                        0x43, 0x69, 0x72, 0x63, 0x6C, 0x65, 0x43, 0x6F, 0x6C, 0x6F, 0x72, 0x00, 0x03, 0x00, 0x00, 0x00,
                        0x00, 0x00, 0x00, 0x00, 0xD4, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                        0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00,
                        0x52, 0x61, 0x64, 0x69, 0x75, 0x73, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                        0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
                        0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x42, 0x6F, 0x72, 0x64,
                        0x65, 0x72, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x2C, 0x01, 0x00, 0x00,
                        0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
                        0x00, 0x00, 0x00, 0x00, 0x09, 0x00, 0x00, 0x00, 0x7A, 0x45, 0x6E, 0x61, 0x62, 0x6C, 0x65, 0x64,
                        0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
                        0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
                        0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
                        0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
                        0x01, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
                        0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
                        0x01, 0x00, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
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                        0x20, 0x48, 0x4C, 0x53, 0x4C, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6F, 0x6D,
                        0x70, 0x69, 0x6C, 0x65, 0x72, 0x20, 0x39, 0x2E, 0x32, 0x39, 0x2E, 0x39, 0x35, 0x32, 0x2E, 0x33,
                        0x31, 0x31, 0x31, 0x00, 0xFE, 0xFF, 0x02, 0x00, 0x43, 0x4C, 0x49, 0x54, 0x00, 0x00, 0x00, 0x00,
                        0xFE, 0xFF, 0x0C, 0x00, 0x46, 0x58, 0x4C, 0x43, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x10,
                        0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 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(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;
                }
            }
コード例 #24
0
        /// <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;
            }
        }
コード例 #25
0
ファイル: Render.cs プロジェクト: CONANLXF/Berb.Common
            /// <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[]
                                             {
                                                 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, 0x69, 0x6F, 0x6E, 0x4D, 0x61,
                                                 0x74, 0x72, 0x69, 0x78, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
                                                 0x01, 0x00, 0x00, 0x00, 0xA4, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
                                                 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0x00, 0x00, 0x00, 0x00, 0x0C, 0x00, 0x00, 0x00, 0x43, 0x69, 0x72, 0x63,
                                                 0x6C, 0x65, 0x43, 0x6F, 0x6C, 0x6F, 0x72, 0x00, 0x03, 0x00, 0x00, 0x00,
                                                 0x00, 0x00, 0x00, 0x00, 0xD4, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
                                                 0x00, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x52, 0x61, 0x64, 0x69,
                                                 0x75, 0x73, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0x07, 0x00, 0x00, 0x00, 0x42, 0x6F, 0x72, 0x64, 0x65, 0x72, 0x00, 0x00,
                                                 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x2C, 0x01, 0x00, 0x00,
                                                 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
                                                 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x09, 0x00, 0x00, 0x00,
                                                 0x7A, 0x45, 0x6E, 0x61, 0x62, 0x6C, 0x65, 0x64, 0x00, 0x00, 0x00, 0x00,
                                                 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
                                                 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
                                                 0x02, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
                                                 0x01, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
                                                 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
                                                 0x05, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
                                                 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
                                                 0x10, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
                                                 0x0F, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
                                                 0x50, 0x30, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x4D, 0x61, 0x69, 0x6E,
                                                 0x00, 0x00, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
                                                 0x03, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00,
                                                 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0x78, 0x00, 0x00, 0x00, 0x94, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0x00, 0x00, 0x00, 0x00, 0xB4, 0x00, 0x00, 0x00, 0xD0, 0x00, 0x00, 0x00,
                                                 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xE0, 0x00, 0x00, 0x00,
                                                 0xFC, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0x0C, 0x01, 0x00, 0x00, 0x28, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0x00, 0x00, 0x00, 0x00, 0xF4, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0x01, 0x00, 0x00, 0x00, 0xEC, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0x06, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0x40, 0x01, 0x00, 0x00, 0x3C, 0x01, 0x00, 0x00, 0x0D, 0x00, 0x00, 0x00,
                                                 0x00, 0x00, 0x00, 0x00, 0x60, 0x01, 0x00, 0x00, 0x5C, 0x01, 0x00, 0x00,
                                                 0x07, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x01, 0x00, 0x00,
                                                 0x7C, 0x01, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0xA0, 0x01, 0x00, 0x00, 0x9C, 0x01, 0x00, 0x00, 0x92, 0x00, 0x00, 0x00,
                                                 0x00, 0x00, 0x00, 0x00, 0xC0, 0x01, 0x00, 0x00, 0xBC, 0x01, 0x00, 0x00,
                                                 0x93, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xD8, 0x01, 0x00, 0x00,
                                                 0xD4, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
                                                 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
                                                 0x05, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x4C, 0x04, 0x00, 0x00,
                                                 0x00, 0x02, 0xFF, 0xFF, 0xFE, 0xFF, 0x38, 0x00, 0x43, 0x54, 0x41, 0x42,
                                                 0x1C, 0x00, 0x00, 0x00, 0xAA, 0x00, 0x00, 0x00, 0x00, 0x02, 0xFF, 0xFF,
                                                 0x03, 0x00, 0x00, 0x00, 0x1C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x20,
                                                 0xA3, 0x00, 0x00, 0x00, 0x58, 0x00, 0x00, 0x00, 0x02, 0x00, 0x05, 0x00,
                                                 0x01, 0x00, 0x00, 0x00, 0x60, 0x00, 0x00, 0x00, 0x70, 0x00, 0x00, 0x00,
                                                 0x80, 0x00, 0x00, 0x00, 0x02, 0x00, 0x03, 0x00, 0x01, 0x00, 0x00, 0x00,
                                                 0x8C, 0x00, 0x00, 0x00, 0x70, 0x00, 0x00, 0x00, 0x9C, 0x00, 0x00, 0x00,
                                                 0x02, 0x00, 0x04, 0x00, 0x01, 0x00, 0x00, 0x00, 0x60, 0x00, 0x00, 0x00,
                                                 0x70, 0x00, 0x00, 0x00, 0x42, 0x6F, 0x72, 0x64, 0x65, 0x72, 0x00, 0xAB,
                                                 0x00, 0x00, 0x03, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00,
                                                 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x43, 0x69, 0x72, 0x63,
                                                 0x6C, 0x65, 0x43, 0x6F, 0x6C, 0x6F, 0x72, 0x00, 0x01, 0x00, 0x03, 0x00,
                                                 0x01, 0x00, 0x04, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0x52, 0x61, 0x64, 0x69, 0x75, 0x73, 0x00, 0x70, 0x73, 0x5F, 0x32, 0x5F,
                                                 0x30, 0x00, 0x4D, 0x69, 0x63, 0x72, 0x6F, 0x73, 0x6F, 0x66, 0x74, 0x20,
                                                 0x28, 0x52, 0x29, 0x20, 0x48, 0x4C, 0x53, 0x4C, 0x20, 0x53, 0x68, 0x61,
                                                 0x64, 0x65, 0x72, 0x20, 0x43, 0x6F, 0x6D, 0x70, 0x69, 0x6C, 0x65, 0x72,
                                                 0x20, 0x39, 0x2E, 0x32, 0x39, 0x2E, 0x39, 0x35, 0x32, 0x2E, 0x33, 0x31,
                                                 0x31, 0x31, 0x00, 0xAB, 0xFE, 0xFF, 0x7C, 0x00, 0x50, 0x52, 0x45, 0x53,
                                                 0x01, 0x02, 0x58, 0x46, 0xFE, 0xFF, 0x30, 0x00, 0x43, 0x54, 0x41, 0x42,
                                                 0x1C, 0x00, 0x00, 0x00, 0x8B, 0x00, 0x00, 0x00, 0x01, 0x02, 0x58, 0x46,
                                                 0x02, 0x00, 0x00, 0x00, 0x1C, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x20,
                                                 0x88, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x02, 0x00, 0x01, 0x00,
                                                 0x01, 0x00, 0x00, 0x00, 0x4C, 0x00, 0x00, 0x00, 0x5C, 0x00, 0x00, 0x00,
                                                 0x6C, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
                                                 0x78, 0x00, 0x00, 0x00, 0x5C, 0x00, 0x00, 0x00, 0x42, 0x6F, 0x72, 0x64,
                                                 0x65, 0x72, 0x00, 0xAB, 0x00, 0x00, 0x03, 0x00, 0x01, 0x00, 0x01, 0x00,
                                                 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0x43, 0x69, 0x72, 0x63, 0x6C, 0x65, 0x43, 0x6F, 0x6C, 0x6F, 0x72, 0x00,
                                                 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00, 0x01, 0x00, 0x00, 0x00,
                                                 0x00, 0x00, 0x00, 0x00, 0x74, 0x78, 0x00, 0x4D, 0x69, 0x63, 0x72, 0x6F,
                                                 0x73, 0x6F, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4C, 0x53,
                                                 0x4C, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6F, 0x6D,
                                                 0x70, 0x69, 0x6C, 0x65, 0x72, 0x20, 0x39, 0x2E, 0x32, 0x39, 0x2E, 0x39,
                                                 0x35, 0x32, 0x2E, 0x33, 0x31, 0x31, 0x31, 0x00, 0xFE, 0xFF, 0x0C, 0x00,
                                                 0x50, 0x52, 0x53, 0x49, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0xFE, 0xFF, 0x1A, 0x00, 0x43, 0x4C, 0x49, 0x54, 0x0C, 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, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xF0, 0xBF,
                                                 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0xFE, 0xFF, 0x1F, 0x00, 0x46, 0x58, 0x4C, 0x43, 0x03, 0x00, 0x00, 0x00,
                                                 0x01, 0x00, 0x30, 0x10, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x40, 0xA0,
                                                 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
                                                 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
                                                 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00,
                                                 0x04, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x10, 0x01, 0x00, 0x00, 0x00,
                                                 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00,
                                                 0xF0, 0xF0, 0xF0, 0xF0, 0x0F, 0x0F, 0x0F, 0x0F, 0xFF, 0xFF, 0x00, 0x00,
                                                 0x51, 0x00, 0x00, 0x05, 0x06, 0x00, 0x0F, 0xA0, 0x00, 0x00, 0xE0, 0x3F,
                                                 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x80, 0xBF, 0x00, 0x00, 0x00, 0x00,
                                                 0x1F, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x07, 0xB0,
                                                 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x08, 0x80, 0x00, 0x00, 0xAA, 0xB0,
                                                 0x00, 0x00, 0xAA, 0xB0, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x01, 0x80,
                                                 0x00, 0x00, 0x00, 0xB0, 0x00, 0x00, 0x00, 0xB0, 0x00, 0x00, 0xFF, 0x80,
                                                 0x07, 0x00, 0x00, 0x02, 0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0x00, 0x80,
                                                 0x06, 0x00, 0x00, 0x02, 0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0x00, 0x80,
                                                 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0x00, 0x81,
                                                 0x04, 0x00, 0x00, 0xA0, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x02, 0x80,
                                                 0x00, 0x00, 0x00, 0x81, 0x05, 0x00, 0x00, 0xA1, 0x58, 0x00, 0x00, 0x04,
                                                 0x00, 0x00, 0x02, 0x80, 0x00, 0x00, 0x55, 0x80, 0x06, 0x00, 0x55, 0xA0,
                                                 0x06, 0x00, 0xAA, 0xA0, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x04, 0x80,
                                                 0x00, 0x00, 0x00, 0x80, 0x05, 0x00, 0x00, 0xA1, 0x58, 0x00, 0x00, 0x04,
                                                 0x00, 0x00, 0x02, 0x80, 0x00, 0x00, 0xAA, 0x80, 0x06, 0x00, 0x55, 0xA0,
                                                 0x00, 0x00, 0x55, 0x80, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x04, 0x80,
                                                 0x00, 0x00, 0x00, 0x80, 0x06, 0x00, 0x00, 0xA0, 0x58, 0x00, 0x00, 0x04,
                                                 0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0x00, 0x80, 0x06, 0x00, 0xAA, 0xA0,
                                                 0x06, 0x00, 0x55, 0xA0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x08, 0x80,
                                                 0x06, 0x00, 0x55, 0xA0, 0x58, 0x00, 0x00, 0x04, 0x00, 0x00, 0x01, 0x80,
                                                 0x01, 0x00, 0x00, 0xA0, 0x00, 0x00, 0xFF, 0x80, 0x00, 0x00, 0x00, 0x80,
                                                 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x04, 0x80, 0x00, 0x00, 0xAA, 0x80,
                                                 0x00, 0x00, 0x00, 0xA0, 0x23, 0x00, 0x00, 0x02, 0x00, 0x00, 0x04, 0x80,
                                                 0x00, 0x00, 0xAA, 0x80, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x04, 0x80,
                                                 0x03, 0x00, 0xFF, 0xA0, 0x00, 0x00, 0xAA, 0x81, 0x03, 0x00, 0xFF, 0xA0,
                                                 0x58, 0x00, 0x00, 0x04, 0x00, 0x00, 0x02, 0x80, 0x00, 0x00, 0x55, 0x80,
                                                 0x06, 0x00, 0xFF, 0xA0, 0x00, 0x00, 0xAA, 0x80, 0x58, 0x00, 0x00, 0x04,
                                                 0x00, 0x00, 0x08, 0x80, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x55, 0x80,
                                                 0x03, 0x00, 0xFF, 0xA0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x07, 0x80,
                                                 0x02, 0x00, 0xE4, 0xA0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x0F, 0x80,
                                                 0x00, 0x00, 0xE4, 0x80, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0x04, 0x00, 0x00, 0x00,
                                                 0x00, 0x00, 0x00, 0x00, 0x4C, 0x01, 0x00, 0x00, 0x00, 0x02, 0xFE, 0xFF,
                                                 0xFE, 0xFF, 0x34, 0x00, 0x43, 0x54, 0x41, 0x42, 0x1C, 0x00, 0x00, 0x00,
                                                 0x9B, 0x00, 0x00, 0x00, 0x00, 0x02, 0xFE, 0xFF, 0x01, 0x00, 0x00, 0x00,
                                                 0x1C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x20, 0x94, 0x00, 0x00, 0x00,
                                                 0x30, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00,
                                                 0x44, 0x00, 0x00, 0x00, 0x54, 0x00, 0x00, 0x00, 0x50, 0x72, 0x6F, 0x6A,
                                                 0x65, 0x63, 0x74, 0x69, 0x6F, 0x6E, 0x4D, 0x61, 0x74, 0x72, 0x69, 0x78,
                                                 0x00, 0xAB, 0xAB, 0xAB, 0x03, 0x00, 0x03, 0x00, 0x04, 0x00, 0x04, 0x00,
                                                 0x01, 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, 0x00, 0x00, 0x00, 0x00,
                                                 0x76, 0x73, 0x5F, 0x32, 0x5F, 0x30, 0x00, 0x4D, 0x69, 0x63, 0x72, 0x6F,
                                                 0x73, 0x6F, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4C, 0x53,
                                                 0x4C, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6F, 0x6D,
                                                 0x70, 0x69, 0x6C, 0x65, 0x72, 0x20, 0x39, 0x2E, 0x32, 0x39, 0x2E, 0x39,
                                                 0x35, 0x32, 0x2E, 0x33, 0x31, 0x31, 0x31, 0x00, 0x1F, 0x00, 0x00, 0x02,
                                                 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x0F, 0x90, 0x1F, 0x00, 0x00, 0x02,
                                                 0x0A, 0x00, 0x00, 0x80, 0x01, 0x00, 0x0F, 0x90, 0x09, 0x00, 0x00, 0x03,
                                                 0x00, 0x00, 0x01, 0xC0, 0x00, 0x00, 0xE4, 0x90, 0x00, 0x00, 0xE4, 0xA0,
                                                 0x09, 0x00, 0x00, 0x03, 0x00, 0x00, 0x02, 0xC0, 0x00, 0x00, 0xE4, 0x90,
                                                 0x01, 0x00, 0xE4, 0xA0, 0x09, 0x00, 0x00, 0x03, 0x00, 0x00, 0x04, 0xC0,
                                                 0x00, 0x00, 0xE4, 0x90, 0x02, 0x00, 0xE4, 0xA0, 0x09, 0x00, 0x00, 0x03,
                                                 0x00, 0x00, 0x08, 0xC0, 0x00, 0x00, 0xE4, 0x90, 0x03, 0x00, 0xE4, 0xA0,
                                                 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x0F, 0xD0, 0x01, 0x00, 0xE4, 0x90,
                                                 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x0F, 0xE0, 0x00, 0x00, 0xE4, 0x90,
                                                 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0xE0, 0x00, 0x00, 0x00, 0x00, 0x02, 0x58, 0x46, 0xFE, 0xFF, 0x25, 0x00,
                                                 0x43, 0x54, 0x41, 0x42, 0x1C, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x00, 0x00,
                                                 0x00, 0x02, 0x58, 0x46, 0x01, 0x00, 0x00, 0x00, 0x1C, 0x00, 0x00, 0x00,
                                                 0x00, 0x01, 0x00, 0x20, 0x5C, 0x00, 0x00, 0x00, 0x30, 0x00, 0x00, 0x00,
                                                 0x02, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x3C, 0x00, 0x00, 0x00,
                                                 0x4C, 0x00, 0x00, 0x00, 0x7A, 0x45, 0x6E, 0x61, 0x62, 0x6C, 0x65, 0x64,
                                                 0x00, 0xAB, 0xAB, 0xAB, 0x00, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00,
                                                 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                                                 0x74, 0x78, 0x00, 0x4D, 0x69, 0x63, 0x72, 0x6F, 0x73, 0x6F, 0x66, 0x74,
                                                 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4C, 0x53, 0x4C, 0x20, 0x53, 0x68,
                                                 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6F, 0x6D, 0x70, 0x69, 0x6C, 0x65,
                                                 0x72, 0x20, 0x39, 0x2E, 0x32, 0x39, 0x2E, 0x39, 0x35, 0x32, 0x2E, 0x33,
                                                 0x31, 0x31, 0x31, 0x00, 0xFE, 0xFF, 0x02, 0x00, 0x43, 0x4C, 0x49, 0x54,
                                                 0x00, 0x00, 0x00, 0x00, 0xFE, 0xFF, 0x0C, 0x00, 0x46, 0x58, 0x4C, 0x43,
                                                 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x10, 0x01, 0x00, 0x00, 0x00,
                                                 0x00, 0x00, 0x00, 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(Device, compiledEffect, ShaderFlags.None);
                }
                catch (Exception e)
                {
                    Console.WriteLine(e);
                    return;
                }

                #endregion

                technique = effect.GetTechnique(0);

                if (initialized)
                {
                    return;
                }

                initialized = true;
                Drawing.OnPreReset += CircleOnPreReset;
                Drawing.OnPreReset += CircleOnPostReset;
                AppDomain.CurrentDomain.DomainUnload += CircleDispose;
            }
コード例 #26
0
ファイル: Utils.cs プロジェクト: parkyoungsoo/LeagueSharp.SDK
        /// <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();
        }
コード例 #27
0
ファイル: OBJLoader.cs プロジェクト: Arys02/Underground
 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);
     }
 }
コード例 #28
0
ファイル: DrawCircle.cs プロジェクト: 8569482/LeagueSharp.SDK
        /// <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, 
                            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, 0x69, 0x6F, 0x6E, 0x4D, 0x61, 0x74, 0x72, 0x69, 0x78, 0x00, 0x00, 0x00, 0x00, 
                            0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0xA4, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 
                            0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0C, 0x00, 0x00, 0x00, 
                            0x43, 0x69, 0x72, 0x63, 0x6C, 0x65, 0x43, 0x6F, 0x6C, 0x6F, 0x72, 0x00, 0x03, 0x00, 0x00, 0x00, 
                            0x00, 0x00, 0x00, 0x00, 0xD4, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 
                            0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 
                            0x52, 0x61, 0x64, 0x69, 0x75, 0x73, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 
                            0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 
                            0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x42, 0x6F, 0x72, 0x64, 
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                            0x00, 0x00, 0xE4, 0xA0, 0x09, 0x00, 0x00, 0x03, 0x00, 0x00, 0x02, 0xC0, 0x00, 0x00, 0xE4, 0x90, 
                            0x01, 0x00, 0xE4, 0xA0, 0x09, 0x00, 0x00, 0x03, 0x00, 0x00, 0x04, 0xC0, 0x00, 0x00, 0xE4, 0x90, 
                            0x02, 0x00, 0xE4, 0xA0, 0x09, 0x00, 0x00, 0x03, 0x00, 0x00, 0x08, 0xC0, 0x00, 0x00, 0xE4, 0x90, 
                            0x03, 0x00, 0xE4, 0xA0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x0F, 0xD0, 0x01, 0x00, 0xE4, 0x90, 
                            0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x0F, 0xE0, 0x00, 0x00, 0xE4, 0x90, 0xFF, 0xFF, 0x00, 0x00, 
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 
                            0x00, 0x00, 0x00, 0x00, 0xE0, 0x00, 0x00, 0x00, 0x00, 0x02, 0x58, 0x46, 0xFE, 0xFF, 0x25, 0x00, 
                            0x43, 0x54, 0x41, 0x42, 0x1C, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x00, 0x00, 0x00, 0x02, 0x58, 0x46, 
                            0x01, 0x00, 0x00, 0x00, 0x1C, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x20, 0x5C, 0x00, 0x00, 0x00, 
                            0x30, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x3C, 0x00, 0x00, 0x00, 
                            0x4C, 0x00, 0x00, 0x00, 0x7A, 0x45, 0x6E, 0x61, 0x62, 0x6C, 0x65, 0x64, 0x00, 0xAB, 0xAB, 0xAB, 
                            0x00, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 
                            0x74, 0x78, 0x00, 0x4D, 0x69, 0x63, 0x72, 0x6F, 0x73, 0x6F, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 
                            0x20, 0x48, 0x4C, 0x53, 0x4C, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6F, 0x6D, 
                            0x70, 0x69, 0x6C, 0x65, 0x72, 0x20, 0x39, 0x2E, 0x32, 0x39, 0x2E, 0x39, 0x35, 0x32, 0x2E, 0x33, 
                            0x31, 0x31, 0x31, 0x00, 0xFE, 0xFF, 0x02, 0x00, 0x43, 0x4C, 0x49, 0x54, 0x00, 0x00, 0x00, 0x00, 
                            0xFE, 0xFF, 0x0C, 0x00, 0x46, 0x58, 0x4C, 0x43, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x10, 
                            0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 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
                        }, 
                    ShaderFlags.None);
            }
            catch (Exception e)
            {
                Logging.Write()(LogLevel.Fatal, "Unable to create 3D circle effect, exception occured:\n{0}", e);
                return null;
            }

            this.Effect.SetValue("Radius", this.Radius);
            this.Effect.SetValue("Border", 2f + this.Width);
            this.Effect.SetValue("zEnabled", this.ZDeep);

            this.Is3D = true;
            return this;
        }
コード例 #29
0
ファイル: MenuUtils.cs プロジェクト: spyware293/Ensage.Common
        /// <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();
        }
コード例 #30
0
ファイル: DrawCircle.cs プロジェクト: 8569482/LeagueSharp.SDK
        /// <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;
                }
            }
        }
コード例 #31
0
ファイル: Render.cs プロジェクト: ramboozer/LeagueSharpCommon
            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, 0x69, 0x6F, 0x6E, 0x4D, 0x61, 0x74,
                            0x72, 0x69, 0x78, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
                            0xA4, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00,
                            0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0C, 0x00, 0x00, 0x00, 0x43, 0x69, 0x72, 0x63, 0x6C,
                            0x65, 0x43, 0x6F, 0x6C, 0x6F, 0x72, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0xD4, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
                            0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x52, 0x61,
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                            0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x42, 0x6F, 0x72,
                            0x64, 0x65, 0x72, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x2C, 0x01,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x09, 0x00, 0x00, 0x00, 0x7A, 0x45, 0x6E, 0x61,
                            0x62, 0x6C, 0x65, 0x64, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
                            0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x02,
                            0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00,
                            0x00, 0x02, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x05,
                            0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
                            0x00, 0x01, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x0F,
                            0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x50, 0x30, 0x00, 0x00, 0x05, 0x00, 0x00,
                            0x00, 0x4D, 0x61, 0x69, 0x6E, 0x00, 0x00, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x01, 0x00,
                            0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x20,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x78, 0x00, 0x00, 0x00,
                            0x94, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xB4, 0x00, 0x00,
                            0x00, 0xD0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xE0, 0x00,
                            0x00, 0x00, 0xFC, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0C,
                            0x01, 0x00, 0x00, 0x28, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0xF4, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0xEC, 0x01, 0x00,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0x00, 0x00, 0x40, 0x01, 0x00, 0x00, 0x3C, 0x01, 0x00, 0x00, 0x0D, 0x00, 0x00, 0x00, 0x00,
                            0x00, 0x00, 0x00, 0x60, 0x01, 0x00, 0x00, 0x5C, 0x01, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00,
                            0x00, 0x00, 0x00, 0x00, 0x80, 0x01, 0x00, 0x00, 0x7C, 0x01, 0x00, 0x00, 0x06, 0x00, 0x00,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0xA0, 0x01, 0x00, 0x00, 0x9C, 0x01, 0x00, 0x00, 0x92, 0x00,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xC0, 0x01, 0x00, 0x00, 0xBC, 0x01, 0x00, 0x00, 0x93,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xD8, 0x01, 0x00, 0x00, 0xD4, 0x01, 0x00, 0x00,
                            0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0x05, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x4C, 0x04,
                            0x00, 0x00, 0x00, 0x02, 0xFF, 0xFF, 0xFE, 0xFF, 0x38, 0x00, 0x43, 0x54, 0x41, 0x42, 0x1C,
                            0x00, 0x00, 0x00, 0xAA, 0x00, 0x00, 0x00, 0x00, 0x02, 0xFF, 0xFF, 0x03, 0x00, 0x00, 0x00,
                            0x1C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x20, 0xA3, 0x00, 0x00, 0x00, 0x58, 0x00, 0x00,
                            0x00, 0x02, 0x00, 0x05, 0x00, 0x01, 0x00, 0x00, 0x00, 0x60, 0x00, 0x00, 0x00, 0x70, 0x00,
                            0x00, 0x00, 0x80, 0x00, 0x00, 0x00, 0x02, 0x00, 0x03, 0x00, 0x01, 0x00, 0x00, 0x00, 0x8C,
                            0x00, 0x00, 0x00, 0x70, 0x00, 0x00, 0x00, 0x9C, 0x00, 0x00, 0x00, 0x02, 0x00, 0x04, 0x00,
                            0x01, 0x00, 0x00, 0x00, 0x60, 0x00, 0x00, 0x00, 0x70, 0x00, 0x00, 0x00, 0x42, 0x6F, 0x72,
                            0x64, 0x65, 0x72, 0x00, 0xAB, 0x00, 0x00, 0x03, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x43, 0x69, 0x72, 0x63, 0x6C, 0x65, 0x43, 0x6F,
                            0x6C, 0x6F, 0x72, 0x00, 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00, 0x01, 0x00, 0x00,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x52, 0x61, 0x64, 0x69, 0x75, 0x73, 0x00, 0x70, 0x73, 0x5F,
                            0x32, 0x5F, 0x30, 0x00, 0x4D, 0x69, 0x63, 0x72, 0x6F, 0x73, 0x6F, 0x66, 0x74, 0x20, 0x28,
                            0x52, 0x29, 0x20, 0x48, 0x4C, 0x53, 0x4C, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20,
                            0x43, 0x6F, 0x6D, 0x70, 0x69, 0x6C, 0x65, 0x72, 0x20, 0x39, 0x2E, 0x32, 0x39, 0x2E, 0x39,
                            0x35, 0x32, 0x2E, 0x33, 0x31, 0x31, 0x31, 0x00, 0xAB, 0xFE, 0xFF, 0x7C, 0x00, 0x50, 0x52,
                            0x45, 0x53, 0x01, 0x02, 0x58, 0x46, 0xFE, 0xFF, 0x30, 0x00, 0x43, 0x54, 0x41, 0x42, 0x1C,
                            0x00, 0x00, 0x00, 0x8B, 0x00, 0x00, 0x00, 0x01, 0x02, 0x58, 0x46, 0x02, 0x00, 0x00, 0x00,
                            0x1C, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x20, 0x88, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00,
                            0x00, 0x02, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x4C, 0x00, 0x00, 0x00, 0x5C, 0x00,
                            0x00, 0x00, 0x6C, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x78,
                            0x00, 0x00, 0x00, 0x5C, 0x00, 0x00, 0x00, 0x42, 0x6F, 0x72, 0x64, 0x65, 0x72, 0x00, 0xAB,
                            0x00, 0x00, 0x03, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0x00, 0x00, 0x43, 0x69, 0x72, 0x63, 0x6C, 0x65, 0x43, 0x6F, 0x6C, 0x6F, 0x72, 0x00, 0x01,
                            0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0x74, 0x78, 0x00, 0x4D, 0x69, 0x63, 0x72, 0x6F, 0x73, 0x6F, 0x66, 0x74, 0x20, 0x28, 0x52,
                            0x29, 0x20, 0x48, 0x4C, 0x53, 0x4C, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43,
                            0x6F, 0x6D, 0x70, 0x69, 0x6C, 0x65, 0x72, 0x20, 0x39, 0x2E, 0x32, 0x39, 0x2E, 0x39, 0x35,
                            0x32, 0x2E, 0x33, 0x31, 0x31, 0x31, 0x00, 0xFE, 0xFF, 0x0C, 0x00, 0x50, 0x52, 0x53, 0x49,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFE,
                            0xFF, 0x1A, 0x00, 0x43, 0x4C, 0x49, 0x54, 0x0C, 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,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xF0, 0xBF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0x00, 0x00, 0xFE, 0xFF, 0x1F, 0x00, 0x46, 0x58, 0x4C, 0x43, 0x03, 0x00, 0x00, 0x00, 0x01,
                            0x00, 0x30, 0x10, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
                            0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0x00, 0x01, 0x00, 0x40, 0xA0, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00,
                            0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x08,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00,
                            0x03, 0x00, 0x00, 0x10, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x08, 0x00,
                            0x00, 0x00, 0xF0, 0xF0, 0xF0, 0xF0, 0x0F, 0x0F, 0x0F, 0x0F, 0xFF, 0xFF, 0x00, 0x00, 0x51,
                            0x00, 0x00, 0x05, 0x06, 0x00, 0x0F, 0xA0, 0x00, 0x00, 0xE0, 0x3F, 0x00, 0x00, 0x00, 0x80,
                            0x00, 0x00, 0x80, 0xBF, 0x00, 0x00, 0x00, 0x00, 0x1F, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
                            0x80, 0x00, 0x00, 0x07, 0xB0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x08, 0x80, 0x00, 0x00,
                            0xAA, 0xB0, 0x00, 0x00, 0xAA, 0xB0, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x01, 0x80, 0x00,
                            0x00, 0x00, 0xB0, 0x00, 0x00, 0x00, 0xB0, 0x00, 0x00, 0xFF, 0x80, 0x07, 0x00, 0x00, 0x02,
                            0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0x00, 0x80, 0x06, 0x00, 0x00, 0x02, 0x00, 0x00, 0x01,
                            0x80, 0x00, 0x00, 0x00, 0x80, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80, 0x00, 0x00,
                            0x00, 0x81, 0x04, 0x00, 0x00, 0xA0, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x02, 0x80, 0x00,
                            0x00, 0x00, 0x81, 0x05, 0x00, 0x00, 0xA1, 0x58, 0x00, 0x00, 0x04, 0x00, 0x00, 0x02, 0x80,
                            0x00, 0x00, 0x55, 0x80, 0x06, 0x00, 0x55, 0xA0, 0x06, 0x00, 0xAA, 0xA0, 0x02, 0x00, 0x00,
                            0x03, 0x00, 0x00, 0x04, 0x80, 0x00, 0x00, 0x00, 0x80, 0x05, 0x00, 0x00, 0xA1, 0x58, 0x00,
                            0x00, 0x04, 0x00, 0x00, 0x02, 0x80, 0x00, 0x00, 0xAA, 0x80, 0x06, 0x00, 0x55, 0xA0, 0x00,
                            0x00, 0x55, 0x80, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x04, 0x80, 0x00, 0x00, 0x00, 0x80,
                            0x06, 0x00, 0x00, 0xA0, 0x58, 0x00, 0x00, 0x04, 0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0x00,
                            0x80, 0x06, 0x00, 0xAA, 0xA0, 0x06, 0x00, 0x55, 0xA0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00,
                            0x08, 0x80, 0x06, 0x00, 0x55, 0xA0, 0x58, 0x00, 0x00, 0x04, 0x00, 0x00, 0x01, 0x80, 0x01,
                            0x00, 0x00, 0xA0, 0x00, 0x00, 0xFF, 0x80, 0x00, 0x00, 0x00, 0x80, 0x05, 0x00, 0x00, 0x03,
                            0x00, 0x00, 0x04, 0x80, 0x00, 0x00, 0xAA, 0x80, 0x00, 0x00, 0x00, 0xA0, 0x23, 0x00, 0x00,
                            0x02, 0x00, 0x00, 0x04, 0x80, 0x00, 0x00, 0xAA, 0x80, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00,
                            0x04, 0x80, 0x03, 0x00, 0xFF, 0xA0, 0x00, 0x00, 0xAA, 0x81, 0x03, 0x00, 0xFF, 0xA0, 0x58,
                            0x00, 0x00, 0x04, 0x00, 0x00, 0x02, 0x80, 0x00, 0x00, 0x55, 0x80, 0x06, 0x00, 0xFF, 0xA0,
                            0x00, 0x00, 0xAA, 0x80, 0x58, 0x00, 0x00, 0x04, 0x00, 0x00, 0x08, 0x80, 0x00, 0x00, 0x00,
                            0x80, 0x00, 0x00, 0x55, 0x80, 0x03, 0x00, 0xFF, 0xA0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00,
                            0x07, 0x80, 0x02, 0x00, 0xE4, 0xA0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x0F, 0x80, 0x00,
                            0x00, 0xE4, 0x80, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0xFF, 0xFF, 0xFF, 0xFF, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x4C, 0x01, 0x00,
                            0x00, 0x00, 0x02, 0xFE, 0xFF, 0xFE, 0xFF, 0x34, 0x00, 0x43, 0x54, 0x41, 0x42, 0x1C, 0x00,
                            0x00, 0x00, 0x9B, 0x00, 0x00, 0x00, 0x00, 0x02, 0xFE, 0xFF, 0x01, 0x00, 0x00, 0x00, 0x1C,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x20, 0x94, 0x00, 0x00, 0x00, 0x30, 0x00, 0x00, 0x00,
                            0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x54, 0x00, 0x00,
                            0x00, 0x50, 0x72, 0x6F, 0x6A, 0x65, 0x63, 0x74, 0x69, 0x6F, 0x6E, 0x4D, 0x61, 0x74, 0x72,
                            0x69, 0x78, 0x00, 0xAB, 0xAB, 0xAB, 0x03, 0x00, 0x03, 0x00, 0x04, 0x00, 0x04, 0x00, 0x01,
                            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, 0x00, 0x00, 0x00, 0x00, 0x76, 0x73, 0x5F, 0x32,
                            0x5F, 0x30, 0x00, 0x4D, 0x69, 0x63, 0x72, 0x6F, 0x73, 0x6F, 0x66, 0x74, 0x20, 0x28, 0x52,
                            0x29, 0x20, 0x48, 0x4C, 0x53, 0x4C, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43,
                            0x6F, 0x6D, 0x70, 0x69, 0x6C, 0x65, 0x72, 0x20, 0x39, 0x2E, 0x32, 0x39, 0x2E, 0x39, 0x35,
                            0x32, 0x2E, 0x33, 0x31, 0x31, 0x31, 0x00, 0x1F, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80,
                            0x00, 0x00, 0x0F, 0x90, 0x1F, 0x00, 0x00, 0x02, 0x0A, 0x00, 0x00, 0x80, 0x01, 0x00, 0x0F,
                            0x90, 0x09, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0xC0, 0x00, 0x00, 0xE4, 0x90, 0x00, 0x00,
                            0xE4, 0xA0, 0x09, 0x00, 0x00, 0x03, 0x00, 0x00, 0x02, 0xC0, 0x00, 0x00, 0xE4, 0x90, 0x01,
                            0x00, 0xE4, 0xA0, 0x09, 0x00, 0x00, 0x03, 0x00, 0x00, 0x04, 0xC0, 0x00, 0x00, 0xE4, 0x90,
                            0x02, 0x00, 0xE4, 0xA0, 0x09, 0x00, 0x00, 0x03, 0x00, 0x00, 0x08, 0xC0, 0x00, 0x00, 0xE4,
                            0x90, 0x03, 0x00, 0xE4, 0xA0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x0F, 0xD0, 0x01, 0x00,
                            0xE4, 0x90, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x0F, 0xE0, 0x00, 0x00, 0xE4, 0x90, 0xFF,
                            0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xE0, 0x00, 0x00, 0x00, 0x00, 0x02, 0x58,
                            0x46, 0xFE, 0xFF, 0x25, 0x00, 0x43, 0x54, 0x41, 0x42, 0x1C, 0x00, 0x00, 0x00, 0x5F, 0x00,
                            0x00, 0x00, 0x00, 0x02, 0x58, 0x46, 0x01, 0x00, 0x00, 0x00, 0x1C, 0x00, 0x00, 0x00, 0x00,
                            0x01, 0x00, 0x20, 0x5C, 0x00, 0x00, 0x00, 0x30, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
                            0x01, 0x00, 0x00, 0x00, 0x3C, 0x00, 0x00, 0x00, 0x4C, 0x00, 0x00, 0x00, 0x7A, 0x45, 0x6E,
                            0x61, 0x62, 0x6C, 0x65, 0x64, 0x00, 0xAB, 0xAB, 0xAB, 0x00, 0x00, 0x01, 0x00, 0x01, 0x00,
                            0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
                            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x74, 0x78, 0x00, 0x4D,
                            0x69, 0x63, 0x72, 0x6F, 0x73, 0x6F, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4C,
                            0x53, 0x4C, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6F, 0x6D, 0x70, 0x69,
                            0x6C, 0x65, 0x72, 0x20, 0x39, 0x2E, 0x32, 0x39, 0x2E, 0x39, 0x35, 0x32, 0x2E, 0x33, 0x31,
                            0x31, 0x31, 0x00, 0xFE, 0xFF, 0x02, 0x00, 0x43, 0x4C, 0x49, 0x54, 0x00, 0x00, 0x00, 0x00,
                            0xFE, 0xFF, 0x0C, 0x00, 0x46, 0x58, 0x4C, 0x43, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
                            0x10, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 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;
            }
コード例 #32
0
        /// <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);
        }
コード例 #33
0
ファイル: Program.cs プロジェクト: Arys02/Underground
        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();
        }