/// <summary> /// Create Direct3D device and swap chain /// </summary> protected void InitDevice() { device = D3DDevice.CreateDeviceAndSwapChain(directControl.Handle); swapChain = device.SwapChain; SetViews(); // Create the effect using (FileStream effectStream = File.OpenRead("Tutorial04.fxo")) { effect = device.CreateEffectFromCompiledBinary(new BinaryReader(effectStream)); } // Obtain the technique technique = effect.GetTechniqueByName("Render"); // Obtain the variables worldVariable = effect.GetVariableByName("World").AsMatrix; viewVariable = effect.GetVariableByName("View").AsMatrix; projectionVariable = effect.GetVariableByName("Projection").AsMatrix; InitVertexLayout(); InitVertexBuffer(); InitIndexBuffer(); // Set primitive topology device.IA.PrimitiveTopology = PrimitiveTopology.TriangleList; InitMatrices(); needsResizing = false; }
/// <summary> /// Create Direct3D device and swap chain /// </summary> public void InitDevice() { device = D3DDevice.CreateDeviceAndSwapChain(host.Handle); swapChain = device.SwapChain; // Create a render target view using (Texture2D pBuffer = swapChain.GetBuffer <Texture2D>(0)) { renderTargetView = device.CreateRenderTargetView(pBuffer); } device.OM.RenderTargets = new OutputMergerRenderTargets(new RenderTargetView[] { renderTargetView }, null); // Setup the viewport Viewport vp = new Viewport() { Width = (uint)host.ActualWidth, Height = (uint)host.ActualHeight, MinDepth = 0.0f, MaxDepth = 1.0f, TopLeftX = 0, TopLeftY = 0 }; device.RS.Viewports = new Viewport[] { vp }; }
/// <summary> /// Create Direct3D device and swap chain /// </summary> protected void InitDevice() { device = D3DDevice.CreateDeviceAndSwapChain(directControl.Handle); swapChain = device.SwapChain; // Create a render target view using (Texture2D pBuffer = swapChain.GetBuffer <Texture2D>(0)) { renderTargetView = device.CreateRenderTargetView(pBuffer); } device.OM.RenderTargets = new OutputMergerRenderTargets(new RenderTargetView[] { renderTargetView }); // Setup the viewport Viewport vp = new Viewport() { Width = (uint)directControl.ClientSize.Width, Height = (uint)directControl.ClientSize.Height, MinDepth = 0.0f, MaxDepth = 1.0f, TopLeftX = 0, TopLeftY = 0 }; device.RS.Viewports = new Viewport[] { vp }; }
void InitDevice() { // create Direct 3D device device = D3DDevice.CreateDeviceAndSwapChain(renderHost.Handle); swapChain = device.SwapChain; // Create a render target view using (Texture2D pBuffer = swapChain.GetBuffer <Texture2D>(0)) { renderTargetView = device.CreateRenderTargetView(pBuffer); } // Create depth stencil texture Texture2DDescription descDepth = new Texture2DDescription() { Width = (uint)renderHost.ActualWidth, Height = (uint)renderHost.ActualHeight, MipLevels = 1, ArraySize = 1, Format = Format.D32Float, SampleDescription = new SampleDescription() { Count = 1, Quality = 0 }, BindingOptions = BindingOptions.DepthStencil, }; depthStencil = device.CreateTexture2D(descDepth); // Create the depth stencil view DepthStencilViewDescription depthStencilViewDesc = new DepthStencilViewDescription() { Format = descDepth.Format, ViewDimension = DepthStencilViewDimension.Texture2D }; depthStencilView = device.CreateDepthStencilView(depthStencil, depthStencilViewDesc); // bind the views to the device device.OM.RenderTargets = new OutputMergerRenderTargets(new RenderTargetView[] { renderTargetView }, depthStencilView); // Setup the viewport Viewport vp = new Viewport() { Width = (uint)renderHost.ActualWidth, Height = (uint)renderHost.ActualHeight, MinDepth = 0.0f, MaxDepth = 1.0f, TopLeftX = 0, TopLeftY = 0 }; device.RS.Viewports = new Viewport[] { vp }; }
/// <summary> /// Create Direct3D device and swap chain /// </summary> protected void InitDevice() { device = D3DDevice.CreateDeviceAndSwapChain(directControl.Handle); swapChain = device.SwapChain; SetViews(); meshManager = new XMeshManager(device); InitMatrices(); }
/// <summary> /// Create Direct3D device and swap chain /// </summary> public void InitDevice() { device = D3DDevice.CreateDeviceAndSwapChain(host.Handle); swapChain = device.SwapChain; SetViews(); meshManager = new XMeshManager(device); mesh = meshManager.Open("Media\\Tiger\\tiger.x"); InitMatrices(); needsResizing = false; }
/// <summary> /// Creates Direct3D device and swap chain, /// Initializes buffers, /// Loads and initializes the shader /// </summary> protected void InitializeDevice() { device = D3DDevice.CreateDeviceAndSwapChain(directControl.Handle); swapChain = device.SwapChain; SetViews(); effects = new Effects(device); InitializeVertexLayout(); InitializeVertexBuffer(); InitializeIndexBuffer(); // Set primitive topology device.IA.PrimitiveTopology = PrimitiveTopology.TriangleList; effects.ViewMatrix = DXUtil.Camera.MatrixLookAtLH(Eye, At, Up); effects.ProjectionMatrix = DXUtil.Camera.MatrixPerspectiveFovLH((float)Math.PI * 0.25f, ((float)this.ClientSize.Width / (float)this.ClientSize.Height), 0.1f, 4000.0f); }
/// <summary> /// Create Direct3D device and swap chain /// </summary> protected void InitDevice() { device = D3DDevice.CreateDeviceAndSwapChain(this.Handle); swapChain = device.SwapChain; SetViews(); // Create the effect using (FileStream effectStream = File.OpenRead("Tutorial07.fxo")) { effect = device.CreateEffectFromCompiledBinary(new BinaryReader(effectStream)); } // Obtain the technique technique = effect.GetTechniqueByName("Render"); // Obtain the variables worldVariable = effect.GetVariableByName("World").AsMatrix; viewVariable = effect.GetVariableByName("View").AsMatrix; projectionVariable = effect.GetVariableByName("Projection").AsMatrix; meshColorVariable = effect.GetVariableByName("vMeshColor").AsVector; diffuseVariable = effect.GetVariableByName("txDiffuse").AsShaderResource; InitVertexLayout(); InitVertexBuffer(); InitIndexBuffer(); // Set primitive topology device.IA.PrimitiveTopology = PrimitiveTopology.TriangleList; // Load the Texture using (FileStream stream = File.OpenRead("seafloor.png")) { textureRV = TextureLoader.LoadTexture(device, stream); } InitMatrices(); diffuseVariable.Resource = textureRV; active = true; }
private void InitializeDX() { //perform DX Device and Context initialization HwndSource hwnd = new HwndSource(0, 0, 0, 0, 0, "dxPlotterElement", IntPtr.Zero); device = D3DDevice.CreateDeviceAndSwapChain(hwnd.Handle); swapChain = device.SwapChain; deviceContext = device.ImmediateContext; CompositionTarget.Rendering += OnRenderingProccessReady; Texture2DDescription tdesc = new Texture2DDescription { ArraySize = 1, Width = 1, Height = 1, Format = Format.B8G8R8A8UNorm, MipLevels = 1, SampleDescription = new SampleDescription { Count = 1, Quality = 0 }, Usage = Usage.Default, BindingOptions = BindingOptions.RenderTarget | BindingOptions.ShaderResource, MiscellaneousResourceOptions = MiscellaneousResourceOptions.Shared, CpuAccessOptions = CpuAccessOptions.None }; using (Texture2D texture2D = device.CreateTexture2D(tdesc)) { renderTargetView = device.CreateRenderTargetView(texture2D); deviceContext.OM.RenderTargets = new OutputMergerRenderTargets(new RenderTargetView[] { renderTargetView }); d3dImage.SetBackBufferEx(D3DResourceTypeEx.ID3D11Texture2D, texture2D.NativeInterface); } dxInitialized = true; OnDeviceInitialized(); }
protected override void OnShown(EventArgs e) { base.OnShown(e); // device creation device = D3DDevice.CreateDeviceAndSwapChain(Handle); swapChain = device.SwapChain; deviceContext = device.ImmediateContext; SetViews(); // Open precompiled vertex shader // This file was compiled using: fxc Render.hlsl /T vs_4_0 /EVertShader /FoRender.vs using (Stream stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("Microsoft.WindowsAPICodePack.Samples.Direct3D11.Render.vs")) { vertexShader = device.CreateVertexShader(stream); } deviceContext.VS.SetShader(vertexShader, null); // input layout is for the vert shader InputElementDescription inputElementDescription = new InputElementDescription(); inputElementDescription.SemanticName = "POSITION"; inputElementDescription.SemanticIndex = 0; inputElementDescription.Format = Format.R32G32B32Float; inputElementDescription.InputSlot = 0; inputElementDescription.AlignedByteOffset = 0; inputElementDescription.InputSlotClass = InputClassification.PerVertexData; inputElementDescription.InstanceDataStepRate = 0; InputLayout inputLayout; using (Stream stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("Microsoft.WindowsAPICodePack.Samples.Direct3D11.Render.vs")) { inputLayout = device.CreateInputLayout(new InputElementDescription[] { inputElementDescription }, stream); } deviceContext.IA.InputLayout = inputLayout; // Open precompiled vertex shader // This file was compiled using: fxc Render.hlsl /T ps_4_0 /EPixShader /FoRender.ps using (Stream stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("Microsoft.WindowsAPICodePack.Samples.Direct3D11.Render.ps")) { pixelShader = device.CreatePixelShader(stream); } deviceContext.PS.SetShader(pixelShader, null); // create some geometry to draw (1 triangle) SimpleVertexArray vertex = new SimpleVertexArray(); // put the vertices into a vertex buffer BufferDescription bufferDescription = new BufferDescription(); bufferDescription.Usage = Usage.Default; bufferDescription.ByteWidth = (uint)Marshal.SizeOf(vertex); bufferDescription.BindingOptions = BindingOptions.VertexBuffer; SubresourceData subresourceData = new SubresourceData(); IntPtr vertexData = Marshal.AllocCoTaskMem(Marshal.SizeOf(vertex)); Marshal.StructureToPtr(vertex, vertexData, false); subresourceData.SystemMemory = vertexData; vertexBuffer = device.CreateBuffer(bufferDescription, subresourceData); deviceContext.IA.SetVertexBuffers(0, new D3DBuffer[] { vertexBuffer }, new uint[] { 12 }, new uint[] { 0 }); deviceContext.IA.PrimitiveTopology = PrimitiveTopology.TriangleList; Marshal.FreeCoTaskMem(vertexData); }
/// <summary> /// Create Direct3D device and swap chain /// </summary> protected void InitDevice() { device = D3DDevice.CreateDeviceAndSwapChain(directControl.Handle); swapChain = device.SwapChain; SetViews(); // Create the effect using (FileStream effectStream = File.OpenRead("Tutorial02.fxo")) { effect = device.CreateEffectFromCompiledBinary(new BinaryReader(effectStream)); } // Obtain the technique technique = effect.GetTechniqueByName("Render"); // Define the input layout InputElementDescription[] layout = { new InputElementDescription() { SemanticName = "POSITION", SemanticIndex = 0, Format = Format.R32G32B32Float, InputSlot = 0, AlignedByteOffset = 0, InputSlotClass = InputClassification.PerVertexData, InstanceDataStepRate = 0 } }; PassDescription passDesc = technique.GetPassByIndex(0).Description; vertexLayout = device.CreateInputLayout( layout, passDesc.InputAssemblerInputSignature, passDesc.InputAssemblerInputSignatureSize); device.IA.InputLayout = vertexLayout; SimpleVertexArray vertex = new SimpleVertexArray(); BufferDescription bd = new BufferDescription() { Usage = Usage.Default, ByteWidth = (uint)Marshal.SizeOf(vertex), BindingOptions = BindingOptions.VertexBuffer, CpuAccessOptions = CpuAccessOptions.None, MiscellaneousResourceOptions = MiscellaneousResourceOptions.None }; IntPtr vertexData = Marshal.AllocCoTaskMem(Marshal.SizeOf(vertex)); Marshal.StructureToPtr(vertex, vertexData, false); SubresourceData InitData = new SubresourceData() { SystemMemory = vertexData, SystemMemoryPitch = 0, SystemMemorySlicePitch = 0 }; //D3DBuffer buffer = null; vertexBuffer = device.CreateBuffer(bd, InitData); // Set vertex buffer uint stride = (uint)Marshal.SizeOf(typeof(Vector3F)); uint offset = 0; device.IA.SetVertexBuffers(0, new Collection <D3DBuffer>() { vertexBuffer }, new uint[] { stride }, new uint[] { offset }); // Set primitive topology device.IA.PrimitiveTopology = PrimitiveTopology.TriangleList; Marshal.FreeCoTaskMem(vertexData); }