public static string FindPassAnnotationString(Effect effect, EffectHandle handle, string name) { if (effect == null) { throw new ArgumentNullException(nameof(effect)); } if (handle == null) { throw new ArgumentNullException(nameof(handle)); } if (string.IsNullOrEmpty(name)) { throw new ArgumentNullException(nameof(name)); } PassDescription paramDesc = effect.GetPassDescription(handle); for (int i = 0; i < paramDesc.Annotations; i++) { EffectHandle annotationHandle = effect.GetAnnotation(handle, i); if (annotationHandle != null) { ParameterDescription annotationDesc = effect.GetParameterDescription(annotationHandle); if (annotationDesc.Type == ParameterType.String && StringUtils.EqualsIgnoreCase(annotationDesc.Name, name)) { return(effect.GetString(annotationHandle)); } } } return(null); }
private void InitializeGeometryBuffers() { PassDescription PassDesc = technique.GetPassByIndex(0).Description; vertexLayout = device.CreateInputLayout( inputLayouts, PassDesc.InputAssemblerInputSignature, PassDesc.InputAssemblerInputSignatureSize ); // Set the input layout device.IA.InputLayout = vertexLayout; BufferDescription bd = new BufferDescription(); bd.Usage = Usage.Default; bd.ByteWidth = (uint)Marshal.SizeOf(vertexArray.s_VertexArray); bd.BindingOptions = BindingOptions.VertexBuffer; bd.CpuAccessOptions = CpuAccessOptions.None; bd.MiscellaneousResourceOptions = MiscellaneousResourceOptions.None; IntPtr ptr = Marshal.AllocHGlobal(Marshal.SizeOf(vertexArray.s_VertexArray)); Marshal.StructureToPtr(vertexArray.s_VertexArray, ptr, true); SubresourceData initData = new SubresourceData { SystemMemory = ptr }; vertexBuffer = device.CreateBuffer(bd, initData); Marshal.FreeHGlobal(ptr); // Set vertex buffer uint stride = (uint)Marshal.SizeOf(typeof(SimpleVertex)); uint offset = 0; device.IA.SetVertexBuffers( 0, // StartSlot new[] { vertexBuffer }, new[] { stride }, new[] { offset }); bd.Usage = Usage.Default; bd.ByteWidth = (uint)Marshal.SizeOf(vertexArray.s_FacesIndexArray); bd.BindingOptions = BindingOptions.IndexBuffer; bd.CpuAccessOptions = CpuAccessOptions.None; bd.MiscellaneousResourceOptions = MiscellaneousResourceOptions.None; ptr = Marshal.AllocHGlobal(Marshal.SizeOf(vertexArray.s_FacesIndexArray)); Marshal.StructureToPtr(vertexArray.s_FacesIndexArray, ptr, true); initData.SystemMemory = ptr; facesIndexBuffer = device.CreateBuffer(bd, initData); // Set primitive topology device.IA.PrimitiveTopology = PrimitiveTopology.TriangleList; }
internal ShaderPass(DeviceContext context, Shader shader, EffectHandle passHandle, int index) { Shader = shader; Effect = shader.Effect; Handle = passHandle; // TODO: Correct assignment, or reserved for a different handle? Context = context; Index = index; PassDescription desc = shader.Effect.GetPassDescription(passHandle); Name = desc.Name; }
private void InitVertexLayout() { // Define the input layout // The layout determines the stride in the vertex buffer, // so changes in layout need to be reflected in SetVertexBuffers InputElementDescription[] layout = { new InputElementDescription() { SemanticName = "POSITION", SemanticIndex = 0, Format = Format.R32G32B32Float, InputSlot = 0, AlignedByteOffset = 0, InputSlotClass = InputClassification.PerVertexData, InstanceDataStepRate = 0 }, new InputElementDescription() { SemanticName = "TEXCOORD", SemanticIndex = 0, Format = Format.R32G32Float, InputSlot = 0, AlignedByteOffset = 12, InputSlotClass = InputClassification.PerVertexData, InstanceDataStepRate = 0 }, }; PassDescription passDesc = technique.GetPassByIndex(0).Description; vertexLayout = device.CreateInputLayout( layout, passDesc.InputAssemblerInputSignature, passDesc.InputAssemblerInputSignatureSize); device.IA.InputLayout = vertexLayout; }
void CreateDeviceResources() { uint width = (uint) host.ActualWidth; uint height = (uint) host.ActualHeight; // If we don't have a device, need to create one now and all // accompanying D3D resources. CreateDevice(); DXGIFactory dxgiFactory = DXGIFactory.CreateFactory(); SwapChainDescription swapDesc = new SwapChainDescription(); swapDesc.BufferDescription.Width = width; swapDesc.BufferDescription.Height = height; swapDesc.BufferDescription.Format = Format.R8G8B8A8_UNORM; swapDesc.BufferDescription.RefreshRate.Numerator = 60; swapDesc.BufferDescription.RefreshRate.Denominator = 1; swapDesc.SampleDescription.Count = 1; swapDesc.SampleDescription.Quality = 0; swapDesc.BufferUsage = UsageOption.RenderTargetOutput; swapDesc.BufferCount = 1; swapDesc.OutputWindowHandle = host.Handle; swapDesc.Windowed = true; swapChain = dxgiFactory.CreateSwapChain( device, swapDesc); // Create rasterizer state object RasterizerDescription rsDesc = new RasterizerDescription(); rsDesc.AntialiasedLineEnable = false; rsDesc.CullMode = CullMode.None; rsDesc.DepthBias = 0; rsDesc.DepthBiasClamp = 0; rsDesc.DepthClipEnable = true; rsDesc.FillMode = D3D10.FillMode.Solid; rsDesc.FrontCounterClockwise = false; // Must be FALSE for 10on9 rsDesc.MultisampleEnable = false; rsDesc.ScissorEnable = false; rsDesc.SlopeScaledDepthBias = 0; rasterizerState = device.CreateRasterizerState( rsDesc); device.RS.SetState( rasterizerState ); // If we don't have a D2D render target, need to create all of the resources // required to render to one here. // Ensure that nobody is holding onto one of the old resources device.OM.SetRenderTargets(new RenderTargetView[] {null}); InitializeDepthStencil(width, height); // Create views on the RT buffers and set them on the device RenderTargetViewDescription renderDesc = new RenderTargetViewDescription(); renderDesc.Format = Format.R8G8B8A8_UNORM; renderDesc.ViewDimension = RenderTargetViewDimension.Texture2D; renderDesc.Texture2D.MipSlice = 0; using (D3DResource spBackBufferResource = swapChain.GetBuffer<D3DResource>(0)) { renderTargetView = device.CreateRenderTargetView( spBackBufferResource, renderDesc); } device.OM.SetRenderTargets(new RenderTargetView[] {renderTargetView}, depthStencilView); SetViewport(width, height); // Create a D2D render target which can draw into the surface in the swap chain RenderTargetProperties props = new RenderTargetProperties( RenderTargetType.Default, new PixelFormat(Format.Unknown, AlphaMode.Premultiplied), 96, 96, RenderTargetUsage.None, FeatureLevel.Default); // Allocate a offscreen D3D surface for D2D to render our 2D content into Texture2DDescription tex2DDescription; tex2DDescription.ArraySize = 1; tex2DDescription.BindFlags = BindFlag.RenderTarget | BindFlag.ShaderResource; tex2DDescription.CpuAccessFlags = CpuAccessFlag.Unspecified; tex2DDescription.Format = Format.R8G8B8A8_UNORM; tex2DDescription.Height = 4096; tex2DDescription.Width = 512; tex2DDescription.MipLevels = 1; tex2DDescription.MiscFlags = 0; tex2DDescription.SampleDescription.Count = 1; tex2DDescription.SampleDescription.Quality = 0; tex2DDescription.Usage = Usage.Default; offscreenTexture = device.CreateTexture2D(tex2DDescription); using (Surface dxgiSurface = offscreenTexture.GetDXGISurface()) { // Create a D2D render target which can draw into our offscreen D3D surface renderTarget = d2DFactory.CreateDxgiSurfaceRenderTarget( dxgiSurface, props); } PixelFormat alphaOnlyFormat = new PixelFormat(Format.A8_UNORM, AlphaMode.Premultiplied); opacityRenderTarget = renderTarget.CreateCompatibleRenderTarget(CompatibleRenderTargetOptions.None, alphaOnlyFormat); // Load pixel shader // Open precompiled vertex shader // This file was compiled using DirectX's SDK Shader compilation tool: // fxc.exe /T fx_4_0 /Fo SciFiText.fxo SciFiText.fx shader = LoadResourceShader(device, "SciFiTextDemo.SciFiText.fxo"); // Obtain the technique technique = shader.GetTechniqueByName("Render"); // Obtain the variables worldMatrixVariable = shader.GetVariableByName("World").AsMatrix(); viewMatrixVariable = shader.GetVariableByName("View").AsMatrix(); projectionMarixVariable = shader.GetVariableByName("Projection").AsMatrix(); diffuseVariable = shader.GetVariableByName("txDiffuse").AsShaderResource(); // Create the input layout PassDescription passDesc = new PassDescription(); passDesc = technique.GetPassByIndex(0).Description; vertexLayout = device.CreateInputLayout( inputLayoutDescriptions, passDesc.InputAssemblerInputSignature, passDesc.InputAssemblerInputSignatureSize ); // Set the input layout device.IA.SetInputLayout( vertexLayout ); IntPtr verticesDataPtr = Marshal.AllocHGlobal(Marshal.SizeOf(VertexArray.VerticesInstance)); Marshal.StructureToPtr(VertexArray.VerticesInstance, verticesDataPtr, true); BufferDescription bd = new BufferDescription(); bd.Usage = Usage.Default; bd.ByteWidth = (uint) Marshal.SizeOf(VertexArray.VerticesInstance); bd.BindFlags = BindFlag.VertexBuffer; bd.CpuAccessFlags = CpuAccessFlag.Unspecified; bd.MiscFlags = ResourceMiscFlag.Undefined; SubresourceData InitData = new SubresourceData() { SysMem = verticesDataPtr }; vertexBuffer = device.CreateBuffer( bd, InitData ); Marshal.FreeHGlobal(verticesDataPtr); // Set vertex buffer uint stride = (uint) Marshal.SizeOf(typeof (SimpleVertex)); uint offset = 0; device.IA.SetVertexBuffers( 0, new D3DBuffer[] {vertexBuffer}, new uint[] {stride}, new uint[] {offset} ); IntPtr indicesDataPtr = Marshal.AllocHGlobal(Marshal.SizeOf(VertexArray.IndicesInstance)); Marshal.StructureToPtr(VertexArray.IndicesInstance, indicesDataPtr, true); bd.Usage = Usage.Default; bd.ByteWidth = (uint) Marshal.SizeOf(VertexArray.IndicesInstance); bd.BindFlags = BindFlag.IndexBuffer; bd.CpuAccessFlags = 0; bd.MiscFlags = 0; InitData.SysMem = indicesDataPtr; facesIndexBuffer = device.CreateBuffer( bd, InitData ); Marshal.FreeHGlobal(indicesDataPtr); // Set primitive topology device.IA.SetPrimitiveTopology(PrimitiveTopology.TriangleList); // Convert the D2D texture into a Shader Resource View textureResourceView = device.CreateShaderResourceView( offscreenTexture); // Initialize the world matrices worldMatrix = Matrix4x4F.Identity; // Initialize the view matrix Vector3F Eye = new Vector3F(0.0f, 0.0f, 13.0f); Vector3F At = new Vector3F(0.0f, -3.5f, 45.0f); Vector3F Up = new Vector3F(0.0f, 1.0f, 0.0f); viewMatrix = Camera.MatrixLookAtLH(Eye, At, Up); // Initialize the projection matrix projectionMatrix = Camera.MatrixPerspectiveFovLH( (float) Math.PI*0.1f, width/(float) height, 0.1f, 100.0f); // Update Variables that never change viewMatrixVariable.Matrix = viewMatrix; projectionMarixVariable.Matrix = projectionMatrix; GradientStop[] gradientStops = { new GradientStop(0.0f, new ColorF(Colors.Yellow)), new GradientStop(1.0f, new ColorF(Colors.Black)) }; GradientStopCollection spGradientStopCollection = renderTarget.CreateGradientStopCollection( gradientStops, Gamma.Gamma_22, ExtendMode.Clamp); // Create a linear gradient brush for text textBrush = renderTarget.CreateLinearGradientBrush( new LinearGradientBrushProperties(new Point2F(0, 0), new Point2F(0, -2048)), spGradientStopCollection ); }
public async Task <AdminResponse> UpdatePass(PassInformationViewModel passInformation) { _logger.LogInfo("Trying to update existing pass information"); try { _logger.LogInfo("Trying to update existing pass information"); //Get Existing Pass info based on Pass PassInformation passInfo = await this._passRepository.GetActivePass(passInformation.Id); //If null then throw exception with invalid information if (passInfo == null) { return(new AdminResponse(false, string.Format(_messageHandler.GetMessage(ErrorMessagesEnum.InValidPassDescription)))); } PassDescription passDesc = new PassDescription(); //if null then update only Pass information otherwise update Pass description if (passInformation.PassDescription != null && passInformation.PassDescription.Count() > 0) { //Get Existing Pass desc based on Pass desc id passDesc = passInfo.PassDescription?.Where(p => p.Id == passInformation.PassDescription.FirstOrDefault().Id&& p.SelectedLanguage == passInformation.PassDescription.FirstOrDefault().SelectedLanguage&& p.IsActive).FirstOrDefault(); //Pass remain active whole day(ex: 10/29/2019 23:59:59) passInformation.PassExpiredDate = passInformation.PassExpiredDate.AddDays(1).AddSeconds(-1); ////mapped view model to entity passInfo = _mapper.Map <PassInformation>(passInformation); //If null then add new Pass desc with selected language otherwise update existing Pass desc. if (passDesc != null) { //update existing entity from edited by user passDesc = passInfo.PassDescription.FirstOrDefault(); //Updated Pass information _passRepository.UpdatePass(passInfo); _logger.LogInfo("Successfully updated Pass information"); //Updated pass description _passDescriptionRepository.UpdatePassDesc(passDesc); _logger.LogInfo("Successfully updated Pass Description information"); //If selected Pass has already been added then remove all assigned pass along with PTO information from mapper table _passActivePTOMapper.BulkDeletePass(passInfo.Id); _logger.LogInfo("Removed all assigned PTOs with Pass information from mapper table"); //Add new updated PTOs for a pass information in Mapper table _passActivePTOMapper.BulkAddPTO(passInfo.PassActivePTOs.ToArray()); _logger.LogInfo("Successfully added PTOs information in mapper table"); } else { //Added new Pass description if new language selected by user _passDescriptionRepository.AddPassDesc(passInfo.PassDescription.FirstOrDefault()); _logger.LogInfo("Successfully added Pass description information"); } } else { return(new AdminResponse(false, string.Format(_messageHandler.GetMessage(ErrorMessagesEnum.InValidPassDescription)))); } AdminResponse response = new AdminResponse(true, "Successfully saved"); response.PassInformation = passInformation; return(response); } catch (Exception ex) { _logger.LogError(ex.Message); return(new AdminResponse(false, ex.Message)); } }
private void RenderPart(Part part, Matrix3D parentMatrix, ShaderResourceView parentTextureOverride) { // set part transform Transform3DGroup partGroup = new Transform3DGroup(); partGroup.Children.Add(new MatrixTransform3D(PartAnimation(part.name))); partGroup.Children.Add(new MatrixTransform3D(part.partTransform.ToMatrix3D())); partGroup.Children.Add(new MatrixTransform3D(parentMatrix)); parentMatrix = partGroup.Value; ShaderResourceView textureOverride = UpdateRasterizerStateForPart(part); if (textureOverride == null) { textureOverride = parentTextureOverride; } else { parentTextureOverride = textureOverride; } if (part.vertexBuffer != null) { EffectTechnique technique; if (textureOverride != null) { technique = this.manager.techniqueRenderTexture; this.manager.diffuseVariable.Resource = textureOverride; } else if (part.material == null) { technique = this.manager.techniqueRenderVertexColor; } else { if (part.material.textureResource != null) { technique = this.manager.techniqueRenderTexture; this.manager.diffuseVariable.Resource = part.material.textureResource; } else { technique = this.manager.techniqueRenderMaterialColor; this.manager.materialColorVariable.FloatVector = part.material.materialColor; } } this.manager.worldVariable.Matrix = parentMatrix.ToMatrix4x4F(); //set up vertex buffer and index buffer uint stride = (uint)Marshal.SizeOf(typeof(XMeshVertex)); uint offset = 0; this.manager.device.IA.SetVertexBuffers(0, new D3DBuffer[] { part.vertexBuffer }, new uint[] { stride }, new uint[] { offset }); //Set primitive topology this.manager.device.IA.PrimitiveTopology = PrimitiveTopology.TriangleList; TechniqueDescription techDesc = technique.Description; for (uint p = 0; p < techDesc.Passes; ++p) { technique.GetPassByIndex(p).Apply(); PassDescription passDescription = technique.GetPassByIndex(p).Description; using (InputLayout inputLayout = this.manager.device.CreateInputLayout( part.dataDescription, passDescription.InputAssemblerInputSignature, passDescription.InputAssemblerInputSignatureSize)) { // set vertex layout this.manager.device.IA.InputLayout = inputLayout; // draw part this.manager.device.Draw((uint)part.vertexCount, 0); // Note: In Direct3D 10, the device will not retain a reference // to the input layout, so it's important to reset the device's // input layout before disposing the object. Were this code // using Direct3D 11, the device would in fact retain a reference // and so it would be safe to go ahead and dispose the input // layout without resetting it; in that case, there could be just // a single assignment to null outside the 'for' loop, or even // no assignment at all. this.manager.device.IA.InputLayout = null; } } } foreach (Part childPart in part.parts) { RenderPart(childPart, parentMatrix, parentTextureOverride); } }
void CreateDeviceResources() { uint width = (uint)host.ActualWidth; uint height = (uint)host.ActualHeight; // If we don't have a device, need to create one now and all // accompanying D3D resources. CreateDevice(); Factory dxgiFactory = Factory.Create(); SwapChainDescription swapDesc = new SwapChainDescription { BufferDescription = new ModeDescription { Width = width, Height = height, Format = Format.R8G8B8A8UNorm, RefreshRate = new Rational { Numerator = 60, Denominator = 1 } }, SampleDescription = new SampleDescription { Count = 1, Quality = 0 }, BufferUsage = UsageOptions.RenderTargetOutput, BufferCount = 1, OutputWindowHandle = host.Handle, Windowed = true }; swapChain = dxgiFactory.CreateSwapChain( device, swapDesc); // Create rasterizer state object RasterizerDescription rsDesc = new RasterizerDescription(); rsDesc.AntiAliasedLineEnable = false; rsDesc.CullMode = CullMode.None; rsDesc.DepthBias = 0; rsDesc.DepthBiasClamp = 0; rsDesc.DepthClipEnable = true; rsDesc.FillMode = D3D10.FillMode.Solid; rsDesc.FrontCounterclockwise = false; // Must be FALSE for 10on9 rsDesc.MultisampleEnable = false; rsDesc.ScissorEnable = false; rsDesc.SlopeScaledDepthBias = 0; rasterizerState = device.CreateRasterizerState( rsDesc); device.RS.State = rasterizerState; // If we don't have a D2D render target, need to create all of the resources // required to render to one here. // Ensure that nobody is holding onto one of the old resources device.OM.RenderTargets = new OutputMergerRenderTargets(new RenderTargetView[] { null }); InitializeDepthStencil(width, height); // Create views on the RT buffers and set them on the device RenderTargetViewDescription renderDesc = new RenderTargetViewDescription(); renderDesc.Format = Format.R8G8B8A8UNorm; renderDesc.ViewDimension = RenderTargetViewDimension.Texture2D; Texture2DRenderTargetView renderView = renderDesc.Texture2D; renderView.MipSlice = 0; renderDesc.Texture2D = renderView; using (D3DResource spBackBufferResource = swapChain.GetBuffer <D3DResource>(0)) { renderTargetView = device.CreateRenderTargetView( spBackBufferResource, renderDesc); } device.OM.RenderTargets = new OutputMergerRenderTargets(new RenderTargetView[] { renderTargetView }, depthStencilView); SetViewport(width, height); // Create a D2D render target which can draw into the surface in the swap chain RenderTargetProperties props = new RenderTargetProperties( RenderTargetType.Default, new PixelFormat(Format.Unknown, AlphaMode.Premultiplied), 96, 96, RenderTargetUsages.None, FeatureLevel.Default); // Allocate a offscreen D3D surface for D2D to render our 2D content into Texture2DDescription tex2DDescription = new Texture2DDescription { ArraySize = 1, BindingOptions = BindingOptions.RenderTarget | BindingOptions.ShaderResource, CpuAccessOptions = CpuAccessOptions.None, Format = Format.R8G8B8A8UNorm, Height = 4096, Width = 512, MipLevels = 1, MiscellaneousResourceOptions = MiscellaneousResourceOptions.None, SampleDescription = new SampleDescription { Count = 1, Quality = 0 }, Usage = Usage.Default }; offscreenTexture = device.CreateTexture2D(tex2DDescription); using (Surface dxgiSurface = offscreenTexture.GraphicsSurface) { // Create a D2D render target which can draw into our offscreen D3D surface renderTarget = d2DFactory.CreateGraphicsSurfaceRenderTarget( dxgiSurface, props); } PixelFormat alphaOnlyFormat = new PixelFormat(Format.A8UNorm, AlphaMode.Premultiplied); opacityRenderTarget = renderTarget.CreateCompatibleRenderTarget(CompatibleRenderTargetOptions.None, alphaOnlyFormat); // Load pixel shader // Open precompiled vertex shader // This file was compiled using DirectX's SDK Shader compilation tool: // fxc.exe /T fx_4_0 /Fo SciFiText.fxo SciFiText.fx shader = LoadResourceShader(device, "SciFiTextDemo.SciFiText.fxo"); // Obtain the technique technique = shader.GetTechniqueByName("Render"); // Obtain the variables worldMatrixVariable = shader.GetVariableByName("World").AsMatrix; viewMatrixVariable = shader.GetVariableByName("View").AsMatrix; projectionMarixVariable = shader.GetVariableByName("Projection").AsMatrix; diffuseVariable = shader.GetVariableByName("txDiffuse").AsShaderResource; // Create the input layout PassDescription passDesc = new PassDescription(); passDesc = technique.GetPassByIndex(0).Description; vertexLayout = device.CreateInputLayout( inputLayoutDescriptions, passDesc.InputAssemblerInputSignature, passDesc.InputAssemblerInputSignatureSize ); // Set the input layout device.IA.InputLayout = vertexLayout; IntPtr verticesDataPtr = Marshal.AllocHGlobal(Marshal.SizeOf(VertexArray.VerticesInstance)); Marshal.StructureToPtr(VertexArray.VerticesInstance, verticesDataPtr, true); BufferDescription bd = new BufferDescription(); bd.Usage = Usage.Default; bd.ByteWidth = (uint)Marshal.SizeOf(VertexArray.VerticesInstance); bd.BindingOptions = BindingOptions.VertexBuffer; bd.CpuAccessOptions = CpuAccessOptions.None; bd.MiscellaneousResourceOptions = MiscellaneousResourceOptions.None; SubresourceData InitData = new SubresourceData { SystemMemory = verticesDataPtr }; vertexBuffer = device.CreateBuffer(bd, InitData); Marshal.FreeHGlobal(verticesDataPtr); // Set vertex buffer uint stride = (uint)Marshal.SizeOf(typeof(SimpleVertex)); uint offset = 0; device.IA.SetVertexBuffers( 0, new D3DBuffer[] { vertexBuffer }, new uint[] { stride }, new uint[] { offset } ); IntPtr indicesDataPtr = Marshal.AllocHGlobal(Marshal.SizeOf(VertexArray.IndicesInstance)); Marshal.StructureToPtr(VertexArray.IndicesInstance, indicesDataPtr, true); bd.Usage = Usage.Default; bd.ByteWidth = (uint)Marshal.SizeOf(VertexArray.IndicesInstance); bd.BindingOptions = BindingOptions.IndexBuffer; bd.CpuAccessOptions = CpuAccessOptions.None; bd.MiscellaneousResourceOptions = MiscellaneousResourceOptions.None; InitData.SystemMemory = indicesDataPtr; facesIndexBuffer = device.CreateBuffer( bd, InitData ); Marshal.FreeHGlobal(indicesDataPtr); // Set primitive topology device.IA.PrimitiveTopology = PrimitiveTopology.TriangleList; // Convert the D2D texture into a Shader Resource View textureResourceView = device.CreateShaderResourceView( offscreenTexture); // Initialize the world matrices worldMatrix = Matrix4x4F.Identity; // Initialize the view matrix Vector3F Eye = new Vector3F(0.0f, 0.0f, 13.0f); Vector3F At = new Vector3F(0.0f, -3.5f, 45.0f); Vector3F Up = new Vector3F(0.0f, 1.0f, 0.0f); viewMatrix = Camera.MatrixLookAtLH(Eye, At, Up); // Initialize the projection matrix projectionMatrix = Camera.MatrixPerspectiveFovLH( (float)Math.PI * 0.1f, width / (float)height, 0.1f, 100.0f); // Update Variables that never change viewMatrixVariable.Matrix = viewMatrix; projectionMarixVariable.Matrix = projectionMatrix; GradientStop[] gradientStops = { new GradientStop(0.0f, new ColorF(GetColorValues(System.Windows.Media.Colors.Yellow))), new GradientStop(1.0f, new ColorF(GetColorValues(System.Windows.Media.Colors.Black))) }; GradientStopCollection spGradientStopCollection = renderTarget.CreateGradientStopCollection( gradientStops, Gamma.StandardRgb, ExtendMode.Clamp); // Create a linear gradient brush for text textBrush = renderTarget.CreateLinearGradientBrush( new LinearGradientBrushProperties(new Point2F(0, 0), new Point2F(0, -2048)), spGradientStopCollection ); }
/// <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); }