protected override void DoRender(DeviceContext context) { // Tell the IA we are using triangles context.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.TriangleList; // Set the index buffer context.InputAssembler.SetIndexBuffer(indexBuffer, Format.R32_UInt, 0); // Pass in the quad vertices (note: only 4 vertices) context.InputAssembler.SetVertexBuffers(0, vertexBinding); // Draw the 36 vertices that make up the two triangles in the quad // using the vertex indices var perObject = new ConstantBuffers.PerObject(); angle = (float)Math.PI * 2 * time * (ID % 2); // move only sphere with even IDs if (angle >= 2 * Math.PI) { angle = 0; } time += 0.016f / 60f; if (time >= 1f) { time = 0; } perObject.World = World * Matrix.RotationY((float)angle) * Scene.Model; perObject.WorldInverseTranspose = Matrix.Transpose(Matrix.Invert(perObject.World)); perObject.WorldViewProjection = perObject.World * Scene.ViewProjection; perObject.Transpose(); context.UpdateSubresource(ref perObject, PerObjectBuffer); var perMaterial = new ConstantBuffers.PerMaterial { Ambient = Color.SaddleBrown, Diffuse = Color.White, Emissive = Color.Black, Specular = Color.White, SpecularPower = 100, HasTexture = 0, UVTransform = Matrix.Identity }; if (EnvironmentMap != null) { perMaterial.IsReflective = reflectionAmount > 0 ? 1u : 0; perMaterial.ReflectionAmount = reflectionAmount; context.PixelShader.SetShaderResource(1, EnvironmentMap.EnvMapSRV); } context.UpdateSubresource(ref perMaterial, PerMaterialBuffer); context.DrawIndexed(totalVertexCount, 0, 0); if (EnvironmentMap != null) { context.PixelShader.SetShaderResource(1, null); } // Note: we have called DrawIndexed so that the index buffer will be used }
protected override void DoRender(DeviceContext context) { var state = context.Rasterizer.State; context.Rasterizer.State = skyBoxState; // Tell the IA we are using triangles context.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.TriangleList; // Set the index buffer context.InputAssembler.SetIndexBuffer(indexBuffer, Format.R16_UInt, 0); // Pass in the quad vertices (note: only 4 vertices) context.InputAssembler.SetVertexBuffers(0, vertexBinding); // Draw the 6 vertices that make up the two triangles in the quad // using the vertex indices var perMaterial = new ConstantBuffers.PerMaterial { Ambient = Color.Black, Diffuse = Color.Black, Emissive = Color.Black, Specular = Color.Black, SpecularPower = 0, HasTexture = 0, UVTransform = Matrix.Identity }; if (EnvironmentMap != null) { perMaterial.IsReflective = 1; perMaterial.ReflectionAmount = ReflectionAmount; context.PixelShader.SetShaderResource(1, EnvironmentMap.EnvMapSRV); } context.UpdateSubresource(ref perMaterial, PerMaterialBuffer); context.DrawIndexed(6, 0, 0); //context.Draw(12, 0); if (EnvironmentMap != null) { context.PixelShader.SetShaderResource(1, null); } context.Rasterizer.State = state; }
protected override void DoRender(DeviceContext context) { var state = context.Rasterizer.State; context.Rasterizer.State = frontState; //var perObject = new ConstantBuffers.PerObject(); //perObject.M = World * Scene.Model; //perObject.N = Matrix.Transpose(Matrix.Invert(perObject.M)); //perObject.MVP = perObject.M * Scene.ViewProjection; //perObject.Transpose(); //context.UpdateSubresource(ref perObject, Scene.PerObjectBuffer); var perMaterial = new ConstantBuffers.PerMaterial { Ambient = Color.Gray, Diffuse = Color.Gray, Emissive = Color.Black, Specular = Color.Gray, SpecularPower = 10f, HasTexture = 0, UVTransform = Matrix.Identity }; if (EnvironmentMap != null) { perMaterial.IsReflective = 1; perMaterial.ReflectionAmount = 0.4f; context.PixelShader.SetShaderResource(1, EnvironmentMap.EnvMapSRV); } context.UpdateSubresource(ref perMaterial, PerMaterialBuffer); context.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.TriangleList; context.InputAssembler.SetIndexBuffer(indexBuffers.First(), SharpDX.DXGI.Format.R32_UInt, 0); context.InputAssembler.SetVertexBuffers(0, vertexBinding_); context.Draw(indices.Count, 0); context.Rasterizer.State = state; if (EnvironmentMap != null) { context.PixelShader.SetShaderResource(1, null); } }
protected override void DoRender(DeviceContext context) { // Calculate elapsed seconds var time = clock.ElapsedMilliseconds / 1000.0f; // Calculate skin matrices for each bone ConstantBuffers.PerArmature skinMatrices = new ConstantBuffers.PerArmature(); if (mesh.Bones != null) { // Retrieve each bone's local transform for (var i = 0; i < mesh.Bones.Count; i++) { skinMatrices.Bones[i] = mesh.Bones[i].BoneLocalTransform; } // Load bone transforms from animation frames if (CurrentAnimation.HasValue) { // Keep track of the last key-frame used for each bone Mesh.Keyframe?[] lastKeyForBones = new Mesh.Keyframe?[mesh.Bones.Count]; // Keep track of whether a bone has been interpolated bool[] lerpedBones = new bool[mesh.Bones.Count]; for (var i = 0; i < CurrentAnimation.Value.Keyframes.Count; i++) { // Retrieve current key-frame var frame = CurrentAnimation.Value.Keyframes[i]; // If the current frame is not in the future if (frame.Time <= time) { // Keep track of last key-frame for bone lastKeyForBones[frame.BoneIndex] = frame; // Retrieve transform from current key-frame skinMatrices.Bones[frame.BoneIndex] = frame.Transform; } // Frame is in the future, check if we should interpolate else { // Only interpolate a bone's key-frames ONCE if (!lerpedBones[frame.BoneIndex]) { // Retrieve the previous key-frame if exists Mesh.Keyframe prevFrame; if (lastKeyForBones[frame.BoneIndex] != null) { prevFrame = lastKeyForBones[frame.BoneIndex].Value; } else { continue; // nothing to interpolate } // Make sure we only interpolate with // one future frame for this bone lerpedBones[frame.BoneIndex] = true; // Calculate time difference between frames var frameLength = frame.Time - prevFrame.Time; var timeDiff = time - prevFrame.Time; var amount = timeDiff / frameLength; // Interpolation using Lerp on scale and translation, and Slerp on Rotation (Quaternion) Vector3 t1, t2; // Translation Quaternion q1, q2; // Rotation float s1, s2; // Scale // Decompose the previous key-frame's transform prevFrame.Transform.DecomposeUniformScale(out s1, out q1, out t1); // Decompose the current key-frame's transform frame.Transform.DecomposeUniformScale(out s2, out q2, out t2); // Perform interpolation and reconstitute matrix skinMatrices.Bones[frame.BoneIndex] = Matrix.Scaling(MathUtil.Lerp(s1, s2, amount)) * Matrix.RotationQuaternion(Quaternion.Slerp(q1, q2, amount)) * Matrix.Translation(Vector3.Lerp(t1, t2, amount)); } } } } // Apply parent bone transforms // We assume here that the first bone has no parent // and that each parent bone appears before children for (var i = 1; i < mesh.Bones.Count; i++) { var bone = mesh.Bones[i]; if (bone.ParentIndex > -1) { var parentTransform = skinMatrices.Bones[bone.ParentIndex]; skinMatrices.Bones[i] = (skinMatrices.Bones[i] * parentTransform); } } // Change the bone transform from rest pose space into bone space (using the inverse of the bind/rest pose) for (var i = 0; i < mesh.Bones.Count; i++) { skinMatrices.Bones[i] = Matrix.Transpose(mesh.Bones[i].InvBindPose * skinMatrices.Bones[i]); } // Check need to loop animation if (!PlayOnce && CurrentAnimation.HasValue && CurrentAnimation.Value.EndTime <= time) { this.Clock.Restart(); } } // Update the constant buffer with the skin matrices for each bone context.UpdateSubresource(skinMatrices.Bones, PerArmatureBuffer); // Draw sub-meshes grouped by material for (var mIndx = 0; mIndx < mesh.Materials.Count; mIndx++) { // Retrieve sub meshes for this material var subMeshesForMaterial = (from sm in mesh.SubMeshes where sm.MaterialIndex == mIndx select sm).ToArray(); // If the material buffer is available and there are submeshes // using the material update the PerMaterialBuffer if (PerMaterialBuffer != null && subMeshesForMaterial.Length > 0) { // update the PerMaterialBuffer constant buffer var material = new ConstantBuffers.PerMaterial() { Ambient = new Color4(mesh.Materials[mIndx].Ambient), Diffuse = new Color4(mesh.Materials[mIndx].Diffuse), Emissive = new Color4(mesh.Materials[mIndx].Emissive), Specular = new Color4(mesh.Materials[mIndx].Specular), SpecularPower = mesh.Materials[mIndx].SpecularPower, UVTransform = mesh.Materials[mIndx].UVTransform, }; // Bind textures to the pixel shader int texIndxOffset = mIndx * Common.Mesh.MaxTextures; material.HasTexture = (uint)(textureViews[texIndxOffset] != null ? 1 : 0); // 0=false context.PixelShader.SetShaderResources(0, textureViews.GetRange(texIndxOffset, Common.Mesh.MaxTextures).ToArray()); // Set texture sampler state context.PixelShader.SetSampler(0, samplerState); // If this mesh has a cube map assigned set // the material buffer accordingly if (this.EnvironmentMap != null) { material.IsReflective = 1; material.ReflectionAmount = 0.4f; context.PixelShader.SetShaderResource(1, this.EnvironmentMap.EnvMapSRV); } // Update material buffer context.UpdateSubresource(ref material, PerMaterialBuffer); } // For each sub-mesh foreach (var subMesh in subMeshesForMaterial) { // Ensure the vertex buffer and index buffers are in range if (subMesh.VertexBufferIndex < vertexBuffers.Count && subMesh.IndexBufferIndex < indexBuffers.Count) { // Retrieve and set the vertex and index buffers var vertexBuffer = vertexBuffers[(int)subMesh.VertexBufferIndex]; context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertexBuffer, Utilities.SizeOf <Vertex>(), 0)); context.InputAssembler.SetIndexBuffer(indexBuffers[(int)subMesh.IndexBufferIndex], Format.R16_UInt, 0); // Set topology context.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.TriangleList; } // Draw the sub-mesh (includes Primitive count which we multiply by 3) // The submesh also includes a start index into the vertex buffer context.DrawIndexed((int)subMesh.PrimCount * 3, (int)subMesh.StartIndex, 0); } // Unbind the cubemap SRV if (this.EnvironmentMap != null) { context.PixelShader.SetShaderResource(1, null); } } }
public override void Run() { #region Create renderers // Note: the renderers take care of creating their own // device resources and listen for DeviceManager.OnInitialize #region Initialize MeshRenderer instances List <I3Dobject> meshes = new List <I3Dobject>(); // Create and initialize the mesh renderer var loadedMesh = Common.Mesh.LoadFromFile("Projet.cmo"); List <MeshRenderer> tempMeshes = new List <MeshRenderer>(); tempMeshes.AddRange((from mesh in loadedMesh select ToDispose(new MeshRenderer(mesh)))); var spheres = new List <SphereRenderer>(); SkyBox skyBox = null; ObjRenderer venus; ShadowMap shadowMap = null; // We will support a cubemap for each mesh that contains "reflector" in its name List <DynamicCubeMap> envMaps = new List <DynamicCubeMap>(); // We will rotate any meshes that contains "rotate" in its name List <MeshRenderer> rotateMeshes = new List <MeshRenderer>(); // We will generate meshRows * meshColumns of any mesh that contains "replicate" in its name int meshRows = 10; int meshColumns = 10; // Define an action to initialize our meshes so that we can // dynamically change the number of reflective surfaces and // replicated meshes Action createMeshes = () => { if (shadowMap) { shadowMap.Dispose(); } shadowMap = ToDispose(new ShadowMap((uint)this.Viewport.Width, (uint)this.Viewport.Height)); shadowMap.Initialize(this); // Clear context states, ensures we don't have // any of the resources we are going to release // assigned to the pipeline. DeviceManager.Direct3DContext.ClearState(); if (contextList != null) { foreach (var context in contextList) { context.ClearState(); } } // Remove meshes foreach (var mesh in meshes) { mesh.Dispose(); } meshes.Clear(); // Remove environment maps foreach (var envMap in envMaps) { envMap.Dispose(); } envMaps.Clear(); // Add skybox to make it render first if (skyBox != null) { skyBox.Dispose(); } skyBox = ToDispose(new SkyBox()); skyBox.PerObjectBuffer = perObjectBuffer; meshes.Add(skyBox); venus = ToDispose(new ObjRenderer("Models/venus-low.obj")); venus.World = Matrix.Scaling(0.15f); meshes.Add(venus); //meshes.Add(robot); spheres.ForEach(s => { s.Dispose(); s = null; }); spheres.Clear(); var colors = new[] { Color.Red, Color.Green, Color.Blue }; for (int i = 1; i <= 5; i++) { var s = ToDispose(new SphereRenderer(colors[i % colors.Length])); s.Initialize(this); //s.World = Matrix.Translation((float)(i * 1.5 / 2 * Math.Pow(-1, i)), 1f, 1f); var pos = new Vector3((float)(-5f + i * (s.MeshExtent.Radius * 3)), 1f, (float)(1.5 / 2 * Math.Pow(-1, i))); s.World = Matrix.Translation(pos); s.Position = pos; spheres.Add(s); } #region Create replicated meshes // Add the same mesh multiple times, separate by the combined extent var replicatedMeshes = (from mesh in loadedMesh where (mesh.Name ?? "").ToLower().Contains("replicate") select mesh).ToArray(); if (replicatedMeshes.Length > 0) { var minExtent = (from mesh in replicatedMeshes orderby new { mesh.Extent.Min.X, mesh.Extent.Min.Z } select mesh.Extent).First(); var maxExtent = (from mesh in replicatedMeshes orderby new { mesh.Extent.Max.X, mesh.Extent.Max.Z } descending select mesh.Extent).First(); var extentDiff = (maxExtent.Max - minExtent.Min); for (int x = -(meshColumns / 2); x < (meshColumns / 2); x++) { for (int z = -(meshRows / 2); z < (meshRows / 2); z++) { var meshGroup = (from mesh in replicatedMeshes where (mesh.Name ?? "").ToLower().Contains("replicate") select ToDispose(new MeshRenderer(mesh))).ToList(); // Reposition based on width/depth of combined extent foreach (var m in meshGroup) { m.World.TranslationVector = new Vector3(m.Mesh.Extent.Center.X + extentDiff.X * x, m.Mesh.Extent.Min.Y, m.Mesh.Extent.Center.Z + extentDiff.Z * z); } //meshes.AddRange(meshGroup.Select(m=> m as I3Dobject)); } } } #endregion #region Create reflective meshes // Create reflections where necessary and add rotation meshes int reflectorCount = 0; meshes.ForEach(m => { var name = (m.Mesh.Name ?? "").ToLower(); if (name.Contains("reflector") && reflectorCount < maxReflectors) { reflectorCount++; var envMap = ToDispose(new DynamicCubeMap(1024)); envMap.Reflector = (RendererBase)m; envMap.Initialize(this); m.EnvironmentMap = envMap; envMaps.Add(envMap); } if (name.Contains("rotate")) { rotateMeshes.Add((MeshRenderer)m); } m.Initialize(this); }); spheres.ForEach(s => { var envMap = ToDispose(new DynamicCubeMap(1024)); envMap.Reflector = s; envMap.Initialize(this); s.EnvironmentMap = envMap; envMaps.Add(envMap); }); var venusEnv = ToDispose(new DynamicCubeMap(1024)); venusEnv.Reflector = venus; venusEnv.Initialize(this); venus.EnvironmentMap = venusEnv; envMaps.AddRange(new[] { venusEnv /*, robotEnv*/ }); #endregion // Initialize each mesh // meshes.ForEach(m => m.Initialize(this)); meshes.AddRange(spheres.Select(s => s as I3Dobject)); //spheres.ForEach(s => s.Initialize(this)); }; createMeshes(); // Set the first animation as the current animation and start clock meshes.ForEach(m => { if (m.Mesh != null) { if (m.Mesh.Animations != null && m.Mesh.Animations.Any()) { m.CurrentAnimation = m.Mesh.Animations.First().Value; } m.Clock.Start(); } }); // Create the overall mesh World matrix var meshWorld = Matrix.Identity; #endregion // Create an axis-grid renderer var axisGrid = ToDispose(new AxisGridRenderer()); axisGrid.Initialize(this); // Create and initialize a Direct2D FPS text renderer var fps = ToDispose(new Common.FpsRenderer("Calibri", Color.CornflowerBlue, new Point(8, 8), 16)); fps.Initialize(this); // Create and initialize a general purpose Direct2D text renderer // This will display some instructions and the current view and rotation offsets var textRenderer = ToDispose(new Common.TextRenderer("Calibri", Color.CornflowerBlue, new Point(8, 40), 12)); textRenderer.Initialize(this); #endregion base.SizeChanged(true); // Initialize the world matrix var worldMatrix = Matrix.Identity; // Set the camera position cameraPosition = new Vector3(0, 1, 2); cameraTarget = Vector3.Zero; // Looking at the origin 0,0,0 cameraUp = Vector3.UnitY; // Y+ is Up // Prepare matrices // Create the view matrix from our camera position, look target and up direction viewMatrix = Matrix.LookAtRH(cameraPosition, cameraTarget, cameraUp); viewMatrix.TranslationVector += new Vector3(0, -0.98f, 0); // Create the projection matrix /* FoV 60degrees = Pi/3 radians */ // Aspect ratio (based on window size), Near clip, Far clip projectionMatrix = Matrix.PerspectiveFovRH((float)Math.PI / 3f, Width / (float)Height, 0.1f, 100f); // Maintain the correct aspect ratio on resize Window.Resize += (s, e) => { projectionMatrix = Matrix.PerspectiveFovRH((float)Math.PI / 3f, Width / (float)Height, 0.1f, 100f); }; #region Rotation and window event handlers // Create a rotation vector to keep track of the rotation // around each of the axes var rotation = new Vector3(0.0f, 0.0f, 0.0f); // We will call this action to update text // for the text renderer Action updateText = () => { textRenderer.Text = String.Format( "\nPause rotation: P" + "\nLighting mode: {0} (Shift-Up/Down)" + "\n" , threadCount); }; Dictionary <Keys, bool> keyToggles = new Dictionary <Keys, bool>(); keyToggles[Keys.Z] = false; keyToggles[Keys.F] = false; // Support keyboard/mouse input to rotate or move camera view var moveFactor = 0.02f; // how much to change on each keypress var shiftKey = false; var ctrlKey = false; var background = Color.Black; Window.KeyDown += (s, e) => { var context = DeviceManager.Direct3DContext; shiftKey = e.Shift; ctrlKey = e.Control; switch (e.KeyCode) { // WASD -> pans view case Keys.A: viewMatrix.TranslationVector += new Vector3(moveFactor * 2, 0f, 0f); break; case Keys.D: viewMatrix.TranslationVector -= new Vector3(moveFactor * 2, 0f, 0f); break; case Keys.S: if (shiftKey) { viewMatrix.TranslationVector += new Vector3(0f, moveFactor * 2, 0f); } else { viewMatrix.TranslationVector -= new Vector3(0f, 0f, 1) * moveFactor * 2; } break; case Keys.W: if (shiftKey) { viewMatrix.TranslationVector -= new Vector3(0f, moveFactor * 2, 0f); } else { viewMatrix.TranslationVector += new Vector3(0f, 0f, 1) * moveFactor * 2; } break; // Up/Down and Left/Right - rotates around X / Y respectively // (Mouse wheel rotates around Z) //case Keys.Down: // worldMatrix *= Matrix.RotationX(moveFactor); // rotation += new Vector3(moveFactor, 0f, 0f); // break; //case Keys.Up: // worldMatrix *= Matrix.RotationX(-moveFactor); // rotation -= new Vector3(moveFactor, 0f, 0f); // break; //case Keys.Left: // worldMatrix *= Matrix.RotationY(moveFactor); // rotation += new Vector3(0f, moveFactor, 0f); // break; //case Keys.Right: // worldMatrix *= Matrix.RotationY(-moveFactor); // rotation -= new Vector3(0f, moveFactor, 0f); // break; case Keys.T: fps.Show = !fps.Show; textRenderer.Show = !textRenderer.Show; break; //case Keys.B: // if (background == Color.White) // { // background = new Color(30, 30, 34); // } // else // { // background = Color.White; // } // break; case Keys.G: axisGrid.Show = !axisGrid.Show; break; case Keys.P: break; case Keys.X: // To test for correct resource recreation // Simulate device reset or lost. System.Diagnostics.Debug.WriteLine(SharpDX.Diagnostics.ObjectTracker.ReportActiveObjects()); DeviceManager.Initialize(DeviceManager.Dpi); System.Diagnostics.Debug.WriteLine(SharpDX.Diagnostics.ObjectTracker.ReportActiveObjects()); break; case Keys.F: keyToggles[Keys.F] = !keyToggles[Keys.F]; RasterizerStateDescription rasterDesc; if (context.Rasterizer.State != null) { rasterDesc = context.Rasterizer.State.Description; } else { rasterDesc = new RasterizerStateDescription() { CullMode = CullMode.Back, FillMode = FillMode.Solid } }; if (keyToggles[Keys.F]) { rasterDesc.FillMode = FillMode.Wireframe; rasterizerState = ToDispose(new RasterizerState(context.Device, rasterDesc)); } else { rasterDesc.FillMode = FillMode.Solid; rasterizerState = ToDispose(new RasterizerState(context.Device, rasterDesc)); } break; case Keys.L: normalLighting = 0; break; case Keys.M: normalLighting = 1; break; case Keys.C: specularEnviron = specularEnviron == 0 ? 1u : 0; break; case Keys.B: specularLocal = specularLocal == 0 ? 1u : 0; break; } updateText(); }; Window.KeyUp += (s, e) => { // Clear the shift/ctrl keys so they aren't sticky if (e.KeyCode == Keys.ShiftKey) { shiftKey = false; } if (e.KeyCode == Keys.ControlKey) { ctrlKey = false; } }; Window.MouseWheel += (s, e) => { if (shiftKey) { // Zoom in/out viewMatrix.TranslationVector += new Vector3(0f, 0f, (e.Delta / 120f) * moveFactor * 2); } else { // rotate around Z-axis viewMatrix *= Matrix.RotationZ((e.Delta / 120f) * moveFactor); rotation += new Vector3(0f, 0f, (e.Delta / 120f) * moveFactor); } updateText(); }; var lastX = 0; var lastY = 0; Window.MouseDown += (s, e) => { if (e.Button == MouseButtons.Left) { lastX = e.X; lastY = e.Y; } }; Window.MouseMove += (s, e) => { if (e.Button == MouseButtons.Left) { var yRotate = lastX - e.X; var xRotate = lastY - e.Y; lastY = e.Y; lastX = e.X; // Mouse move changes viewMatrix *= Matrix.RotationX(-xRotate * moveFactor); viewMatrix *= Matrix.RotationY(-yRotate * moveFactor); updateText(); } }; // Display instructions with initial values updateText(); #endregion var clock = new System.Diagnostics.Stopwatch(); clock.Start(); // Setup the deferred contexts SetupContextList(); #region Render loop // Whether or not to reinitialize meshes bool initializeMesh = false; // Define additional key handlers for controlling the // number of threads, reflectors, and replicated meshes #region Dynamic Cube map and threading KeyDown handlers Window.KeyDown += (s, e) => { switch (e.KeyCode) { case Keys.Up: if (shiftKey) { maxReflectors++; } else { meshRows += 2; } initializeMesh = true; break; case Keys.Down: if (shiftKey) { maxReflectors = Math.Max(0, maxReflectors - 1); } else { meshRows = Math.Max(2, meshRows - 2); } initializeMesh = true; break; case Keys.Right: meshColumns += 2; initializeMesh = true; break; case Keys.Left: meshColumns = Math.Max(2, meshColumns - 2); initializeMesh = true; break; case Keys.Add: if (shiftKey) { additionalCPULoad += 100; } else { threadCount++; } break; case Keys.Subtract: if (shiftKey) { additionalCPULoad = Math.Max(0, additionalCPULoad - 100); } else { threadCount = Math.Max(1, threadCount - 1); } break; case Keys.G: buildCubeMapGeometryInstancing = !buildCubeMapGeometryInstancing; break; default: break; } updateText(); }; #endregion #region Render mesh group // Action for rendering a group of meshes for a // context (based on number of available contexts) Action <int, DeviceContext, Matrix, Matrix> renderMeshGroup = (contextIndex, renderContext, view, projection) => { var viewProjection = view * projection; // Determine the meshes to render for this context int batchSize = (int)Math.Floor((double)meshes.Count / contextList.Length); int startIndex = batchSize * contextIndex; int endIndex = Math.Min(startIndex + batchSize, meshes.Count - 1); // If this is the last context include whatever remains to be // rendered due to the rounding above. if (contextIndex == contextList.Length - 1) { endIndex = meshes.Count - 1; } // Loop over the meshes for this context and render them var perObject = new ConstantBuffers.PerObject(); for (var i = startIndex; i <= endIndex; i++) { // Retrieve current mesh var m = meshes[i]; perObject.World = m.World * worldMatrix; // Update perObject constant buffer perObject.WorldInverseTranspose = Matrix.Transpose(Matrix.Invert(perObject.World)); perObject.WorldViewProjection = perObject.World * viewProjection; perObject.Transpose(); renderContext.UpdateSubresource(ref perObject, perObjectBuffer); // Provide the material and armature constant buffer to the mesh renderer m.PerArmatureBuffer = perArmatureBuffer; m.PerMaterialBuffer = perMaterialBuffer; m.PerObjectBuffer = perObjectBuffer; // Render the mesh using the provided DeviceContext m.Render(renderContext); } }; #endregion #region Render scene Vector3 lightDirection; // Action for rendering the entire scene Action <DeviceContext, Matrix, Matrix, RenderTargetView, DepthStencilView, DynamicCubeMap> renderScene = (context, view, projection, rtv, dsv, envMap) => { // We must initialize the context every time we render // the scene as we are changing the state depending on // whether we are rendering the envmaps or final scene InitializeContext(context, false); // We always need the immediate context // Note: the passed in context will normally be the immediate context // however it is possible to run this method threaded also. var immediateContext = this.DeviceManager.Direct3DDevice.ImmediateContext; // Clear depth stencil view context.ClearDepthStencilView(dsv, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1.0f, 0); // Clear render target view if (rtv != null) { context.ClearRenderTargetView(rtv, background); } // Create viewProjection matrix var viewProjection = Matrix.Multiply(view, projection); // Extract camera position from view var camPosition = Matrix.Transpose(Matrix.Invert(view)).Column4; cameraPosition = new Vector3(camPosition.X, camPosition.Y, camPosition.Z); // Update scene variable properties Scene.Model = worldMatrix; Scene.View = view; Scene.ViewProjection = viewProjection; Scene.Projection = projection; Scene.CameraPosition = cameraPosition; Scene.Time = clock.ElapsedMilliseconds; // Setup the per frame constant buffer var perFrame = new ConstantBuffers.PerFrame(); perFrame.Light.Color = new Color(0.9f, 0.9f, 0.9f, 1.0f); var lightDir = Vector3.Transform(new Vector3(-1f, -1f, -1f), worldMatrix); perFrame.Light.Direction = new Vector3(lightDir.X, lightDir.Y, lightDir.Z); perFrame.CameraPosition = cameraPosition; perFrame.NormalLighting = normalLighting; //perFrame.SpecularEnviron = specularEnviron; //perFrame.SpecularLocal = specularLocal; context.UpdateSubresource(ref perFrame, perFrameBuffer); lightDirection = new Vector3(lightDir.X, lightDir.Y, lightDir.Z); // Render each object // Prepare the default per material constant buffer var perMaterial = new ConstantBuffers.PerMaterial(); perMaterial.Ambient = new Color4(0.2f); perMaterial.Diffuse = Color.White; perMaterial.Emissive = new Color4(0); perMaterial.Specular = Color.White; perMaterial.SpecularPower = 20f; context.UpdateSubresource(ref perMaterial, perMaterialBuffer); context.PixelShader.SetShaderResource(2, textureCube); // ----------Render meshes------------ if (contextList.Length == 1) { // If there is only one context available there is no need to // generate command lists and execute them so just render the // mesh directly on the current context (which may or may // not be an immediate context depending on the caller). renderMeshGroup(0, context, view, projection); } else { // There are multiple contexts therefore // we are using deferred contexts. Prepare a // separate thread for each available context // and render a group of meshes on each. Task[] renderTasks = new Task[contextList.Length]; CommandList[] commands = new CommandList[contextList.Length]; var viewports = context.Rasterizer.GetViewports(); for (var i = 0; i < contextList.Length; i++) { // Must store the iteration value in another variable // or each task action will use the last iteration value. var contextIndex = i; // Create task to run on new thread from ThreadPool renderTasks[i] = Task.Run(() => { // Retrieve context for this thread var renderContext = contextList[contextIndex]; // Initialize the context state InitializeContext(renderContext, false); // Set the render targets and viewport renderContext.OutputMerger.SetRenderTargets(dsv, rtv); renderContext.Rasterizer.SetViewports(viewports); // If we are rendering for a cubemap we must set the // per environment map buffer. if (envMap != null) { renderContext.GeometryShader.SetConstantBuffer(4, envMap.PerEnvMapBuffer); } // Render logic renderMeshGroup(contextIndex, renderContext, view, projection); // Create the command list if (renderContext.TypeInfo == DeviceContextType.Deferred) { commands[contextIndex] = renderContext.FinishCommandList(false); } }); } // Wait for all the tasks to complete Task.WaitAll(renderTasks); // Replay the command lists on the immediate context for (var i = 0; i < contextList.Length; i++) { if (contextList[i].TypeInfo == DeviceContextType.Deferred && commands[i] != null) { immediateContext.ExecuteCommandList(commands[i], false); // Clean up command list commands[i].Dispose(); commands[i] = null; } } } }; #endregion long frameCount = 0; int lastThreadCount = threadCount; // Create and run the render loop RenderLoop.Run(Window, () => { // Allow dynamic changes to number of reflectors and replications if (initializeMesh) { initializeMesh = false; createMeshes(); } // Allow dynamic chnages to the number of threads to use if (lastThreadCount != threadCount) { SetupContextList(); lastThreadCount = threadCount; } // Start of frame: frameCount++; // Retrieve immediate context var context = DeviceManager.Direct3DContext; if (frameCount % 3 == 1) // to update cubemap once every third frame { #region Update environment maps // Update each of the cubemaps if (buildCubeMapGeometryInstancing) { activeVertexShader = envMapVSShader; activeGeometryShader = envMapGSShader; activePixelShader = envMapPSShader; } else { //activeVertexShader = vertexShader; //activeGeometryShader = null; //activePixelShader = blinnPhongShader; } // Render the scene from the perspective of each of the environment maps SkyBox.EnableSkyBoxState = (specularEnviron == 1u); foreach (var envMap in envMaps) { var mesh = envMap.Reflector as I3Dobject; if (mesh != null) { // Calculate view point for reflector var meshCenter = Vector3.Transform(mesh.MeshExtent.Center, mesh.World * worldMatrix); envMap.SetViewPoint(new Vector3(meshCenter.X, meshCenter.Y, meshCenter.Z)); if (buildCubeMapGeometryInstancing) { // Render cubemap in single full render pass using // geometry shader instancing. envMap.UpdateSinglePass(context, renderScene); } } } //activeVertexShader = shadowVSShader; //activeGeometryShader = null; //activePixelShader = null; //InitializeContext(context, false); //var lightDir = Vector3.Transform(new Vector3(-1f, -1f, -1f), worldMatrix); //shadowMap.SetLightDirection(new Vector3(lightDir.X, lightDir.Y, lightDir.Z)); //shadowMap.Update(context, renderScene); #endregion } #region Render final scene // Reset the vertex, geometry and pixel shader activeVertexShader = vertexShader; activeGeometryShader = null; activePixelShader = blinnPhongShader; // Initialize context (also resetting the render targets) InitializeContext(context, true); // Render the final scene SkyBox.EnableSkyBoxState = true; renderScene(context, viewMatrix, projectionMatrix, RenderTargetView, DepthStencilView, null); #endregion // Render FPS fps.Render(); // Render instructions + position changes textRenderer.Render(); // Present the frame Present(); }); #endregion }