예제 #1
0
        public void Dispose()
        {
            backbufferTexture.Dispose();
            backbufferRTV.Dispose();

            sceneTexture.Dispose();
            sceneRTV.Dispose();
            sceneSRV.Dispose();

            depthDSV.Dispose();
            depthSRV.Dispose();

            depthStencilState.Dispose();
            rasterizerState.Dispose();

            constantBuffer.Dispose();
            mainVertexShader.Dispose();
            mainPixelShader.Dispose();

            trianglePositionVertexBuffer.Dispose();
            triangleIndexBuffer.Dispose();

            inputLayout.Dispose();

            postEffect.Dispose();
        }
예제 #2
0
        //private void RenderFS()
        //{
        //    DeviceContext.InputAssembler.SetVertexBuffers(0, 0, IntPtr.Zero, IntPtr.Zero, IntPtr.Zero);
        //    DeviceContext.InputAssembler.SetIndexBuffer(null, (Format)0, 0);

        //    DeviceContext.VertexShader.Set(fsVertexShader);
        //    DeviceContext.PixelShader.Set(fishGlowPixelShader);

        //    DeviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;

        //    DeviceContext.Draw(3, 0);
        //}

        public void Dispose()
        {
            swapChain.SetFullscreenState(false, null);

            //inputLayout.Dispose();
            //inputSignature.Dispose();

            WVP.Dispose();
            Sun.Dispose();

            decorRenderer.Dispose();

            fishGlow.Dispose();
            fishRenderer.Dispose();
            foodRenderer.Dispose();
            raysRenderer.Dispose();

            RasterizerStates.Dispose();
            DepthStencilStates.Dispose();
            BlendStates.Dispose();

            triangleVertexBuffer.Dispose();
            vertexShader.Dispose();
            pixelShader.Dispose();

            colorTarget.Dispose();

            renderTargetView.Dispose();
            swapChain.Dispose();
            Device.Dispose();
            DeviceContext.Dispose();
            renderForm.Dispose();
        }
예제 #3
0
 public void Dispose()
 {
     vertexBuffer.Dispose();
     vertexShader.Dispose();
     pixelShader.Dispose();
     inputLayout.Dispose();
     inputSignature.Dispose();
     worldViewProjBuffer.Dispose();
     samplerState.Dispose();
 }
예제 #4
0
        /// <summary>
        /// Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.
        /// </summary>
        public override void Dispose()
        {
            D3D11.PixelShader shader = Interlocked.Exchange(ref _shader, null);

            if (shader != null)
            {
                Graphics.Log.Print($"Destroying {ShaderType} '{Name}' ({ID})", LoggingLevel.Verbose);
                shader.Dispose();
            }

            base.Dispose();
        }
예제 #5
0
 public void Dispose()
 {
     _inputLayout.Dispose();
     _inputSignature.Dispose();
     _triangleVertexBuffer.Dispose();
     _vertexShader.Dispose();
     _pixelShader.Dispose();
     _renderTargetView.Dispose();
     _swapChain.Dispose();
     _d3DDevice.Dispose();
     _d3DDeviceContext.Dispose();
     _renderForm.Dispose();
 }
예제 #6
0
 public void Dispose()
 {
     inputLayout.Dispose();
     inputSignature.Dispose();
     triangleVertexBuffer.Dispose();
     vertexShader.Dispose();
     pixelShader.Dispose();
     renderTargetView.Dispose();
     swapChain.Dispose();
     d3dDevice.Dispose();
     d3dDeviceContext.Dispose();
     renderForm.Dispose();
 }
예제 #7
0
        public void Dispose()
        {
            samplerState.Dispose();

            constantBuffer.Dispose();
            vertexShader.Dispose();
            pixelShader.Dispose();

            trianglePositionVertexBuffer.Dispose();
            triangleTexcoordVertexBuffer.Dispose();

            inputLayout.Dispose();
        }
예제 #8
0
 /// <summary>
 /// frees all resources of this window
 /// </summary>
 public void Dispose()
 {
     Form.Dispose();
     view.Dispose();
     deviceContext.Dispose();
     device.Dispose();
     swapChain.Dispose();
     vertexBuffer.Dispose();
     ratioBuffer.Dispose();
     vertexShader.Dispose();
     pixelShader.Dispose();
     inputLayout.Dispose();
     inputSignature.Dispose();
 }
예제 #9
0
 public void Dispose()
 {
     if (!Initialized)
     {
         return;
     }
     vertexShader.Dispose();
     pixelShader.Dispose();
     inputLayout.Dispose();
     renderTargetView.Dispose();
     swapChain.Dispose();
     d3dDevice.Dispose();
     d3dDeviceContext.Dispose();
     Fonts.Dispose();
 }
예제 #10
0
        public void Dispose()
        {
            rtvSdrTexture?.Dispose();
            textureSDRImage?.Dispose();

            inputLayout.Dispose();
            samplerState.Dispose();
            shaderInputSigVsQuad.Dispose();
            psToneMapping.Dispose();
            vsQuad.Dispose();

            wrtD3D11Device.Dispose();
            d3dDevice.Dispose();
            wicFactory.Dispose();
        }
예제 #11
0
파일: GFX.cs 프로젝트: 0xSyn/Chip8_Dx
        public void Dispose()
        {
            inputLayout.Dispose();
            inputSignature.Dispose();
            screenVertexBuffer.Dispose();
            vertexShader.Dispose();
            pixelShader.Dispose();

            renderTargetView.Dispose();
            swapChain.Dispose();
            d3dDevice.Dispose();
            d3dDeviceContext.Dispose();
            renderForm.Dispose();

            UnhookWindowsHookEx(_hookID);
        }
예제 #12
0
 public void Dispose()
 {
     _shaderSignature?.Dispose();
     _vertexShaderByteCode?.Dispose();
     _vertexShader?.Dispose();
     _pixelShaderByteCode?.Dispose();
     _pixelShader?.Dispose();
     _verticesBuffer?.Dispose();
     _inputLayout?.Dispose();
     _contantBuffer?.Dispose();
     _depthBuffer?.Dispose();
     _depthView?.Dispose();
     _context?.ClearState();
     _context?.Flush();
     _swapChain?.Dispose();
     _renderView?.Dispose();
     _backBuffer?.Dispose();
     _device?.Dispose();
     _context?.Dispose();
     _factory?.Dispose();
 }
예제 #13
0
        void Dispose(bool disposing)
        {
            depthStencilView?.Dispose();
            depthStencilBuffer?.Dispose();
            surfaceTarget?.Dispose();
            surfaceView?.Dispose();
            surfaceTexture?.Dispose();

            swapChain.Dispose();

            defaultDepthStencilState.Dispose();
            clipDepthStencilState.Dispose();
            clippingDepthStencilState.Dispose();

            blendState.Dispose();
            samplerState.Dispose();

            for (int i = 0; i < BufferCount; i++)
            {
                indexBuffers[i].Dispose();
                vertexBuffers[i].Dispose();
            }
            matrixBuffer.Dispose();
            brushBuffer.Dispose();

            vertexShader.Dispose();
            pixelShader.Dispose();

            tkDevice.Dispose();
            device.Dispose();

            if (disposing)
            {
                indexBuffers  = null;
                vertexBuffers = null;
                sw            = null;
            }
        }
예제 #14
0
        public void Dispose()
        {
            backbufferTexture.Dispose();
            backbufferRTV.Dispose();
            depthDSV.Dispose();

            depthStencilState.Dispose();
            rasterizerState.Dispose();
            blendState.Dispose();

            constantBuffer.Dispose();
            vertexShader.Dispose();
            pixelShader.Dispose();

            trianglePositionVertexBuffer.Dispose();
            triangleColorVertexBuffer.Dispose();
            #if RENDER_CUBE
            triangleIndexBuffer.Dispose();
            #endif

            softwareRasterizer.Dispose();

            inputLayout.Dispose();
        }
예제 #15
0
        private static void Main()
        {
            var form = new RenderForm("SharpDX - MiniCubeTexture Direct3D11 Sample");

            // SwapChain description
            var desc = new SwapChainDescription()
            {
                BufferCount = 1,
                ModeDescription =
                    new ModeDescription(form.ClientSize.Width, form.ClientSize.Height,
                                        new Rational(60, 1), Format.R8G8B8A8_UNorm),
                IsWindowed = true,
                OutputHandle = form.Handle,
                SampleDescription = new SampleDescription(1, 0),
                SwapEffect = SwapEffect.Discard,
                Usage = Usage.RenderTargetOutput
            };

            // Create Device and SwapChain
            Device device;
            SwapChain swapChain;
            Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.Debug, desc, out device, out swapChain);
            var context = device.ImmediateContext;

            // Ignore all windows events
            var factory = swapChain.GetParent<Factory>();
            factory.MakeWindowAssociation(form.Handle, WindowAssociationFlags.IgnoreAll);

            // New RenderTargetView from the backbuffer
            var backBuffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
            var renderView = new RenderTargetView(device, backBuffer);

            // Compile Vertex and Pixel shaders
            var vertexShaderByteCode = ShaderBytecode.CompileFromFile("MiniCubeTexture.fx", "VS", "vs_4_0");
            var vertexShader = new VertexShader(device, vertexShaderByteCode);

            var pixelShaderByteCode = ShaderBytecode.CompileFromFile("MiniCubeTexture.fx", "PS", "ps_4_0");
            var pixelShader = new PixelShader(device, pixelShaderByteCode);

            // Layout from VertexShader input signature
            var layout = new InputLayout(device, ShaderSignature.GetInputSignature(vertexShaderByteCode), new[]
                    {
                        new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
                        new InputElement("TEXCOORD", 0, Format.R32G32_Float, 16, 0)
                    });

            // Instantiate Vertex buiffer from vertex data
            var vertices = Buffer.Create(device, BindFlags.VertexBuffer, new[]
                                  {
                                      // 3D coordinates              UV Texture coordinates
                                      -1.0f, -1.0f, -1.0f, 1.0f,     0.0f, 1.0f, // Front
                                      -1.0f,  1.0f, -1.0f, 1.0f,     0.0f, 0.0f,
                                       1.0f,  1.0f, -1.0f, 1.0f,     1.0f, 0.0f,
                                      -1.0f, -1.0f, -1.0f, 1.0f,     0.0f, 1.0f,
                                       1.0f,  1.0f, -1.0f, 1.0f,     1.0f, 0.0f,
                                       1.0f, -1.0f, -1.0f, 1.0f,     1.0f, 1.0f,

                                      -1.0f, -1.0f,  1.0f, 1.0f,     1.0f, 0.0f, // BACK
                                       1.0f,  1.0f,  1.0f, 1.0f,     0.0f, 1.0f,
                                      -1.0f,  1.0f,  1.0f, 1.0f,     1.0f, 1.0f,
                                      -1.0f, -1.0f,  1.0f, 1.0f,     1.0f, 0.0f,
                                       1.0f, -1.0f,  1.0f, 1.0f,     0.0f, 0.0f,
                                       1.0f,  1.0f,  1.0f, 1.0f,     0.0f, 1.0f,

                                      -1.0f, 1.0f, -1.0f,  1.0f,     0.0f, 1.0f, // Top
                                      -1.0f, 1.0f,  1.0f,  1.0f,     0.0f, 0.0f,
                                       1.0f, 1.0f,  1.0f,  1.0f,     1.0f, 0.0f,
                                      -1.0f, 1.0f, -1.0f,  1.0f,     0.0f, 1.0f,
                                       1.0f, 1.0f,  1.0f,  1.0f,     1.0f, 0.0f,
                                       1.0f, 1.0f, -1.0f,  1.0f,     1.0f, 1.0f,

                                      -1.0f,-1.0f, -1.0f,  1.0f,     1.0f, 0.0f, // Bottom
                                       1.0f,-1.0f,  1.0f,  1.0f,     0.0f, 1.0f,
                                      -1.0f,-1.0f,  1.0f,  1.0f,     1.0f, 1.0f,
                                      -1.0f,-1.0f, -1.0f,  1.0f,     1.0f, 0.0f,
                                       1.0f,-1.0f, -1.0f,  1.0f,     0.0f, 0.0f,
                                       1.0f,-1.0f,  1.0f,  1.0f,     0.0f, 1.0f,

                                      -1.0f, -1.0f, -1.0f, 1.0f,     0.0f, 1.0f, // Left
                                      -1.0f, -1.0f,  1.0f, 1.0f,     0.0f, 0.0f,
                                      -1.0f,  1.0f,  1.0f, 1.0f,     1.0f, 0.0f,
                                      -1.0f, -1.0f, -1.0f, 1.0f,     0.0f, 1.0f,
                                      -1.0f,  1.0f,  1.0f, 1.0f,     1.0f, 0.0f,
                                      -1.0f,  1.0f, -1.0f, 1.0f,     1.0f, 1.0f,

                                       1.0f, -1.0f, -1.0f, 1.0f,     1.0f, 0.0f, // Right
                                       1.0f,  1.0f,  1.0f, 1.0f,     0.0f, 1.0f,
                                       1.0f, -1.0f,  1.0f, 1.0f,     1.0f, 1.0f,
                                       1.0f, -1.0f, -1.0f, 1.0f,     1.0f, 0.0f,
                                       1.0f,  1.0f, -1.0f, 1.0f,     0.0f, 0.0f,
                                       1.0f,  1.0f,  1.0f, 1.0f,     0.0f, 1.0f,
                            });

            // Create Constant Buffer
            var contantBuffer = new Buffer(device, Utilities.SizeOf<Matrix>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);


            // Create Depth Buffer & View
            var depthBuffer = new Texture2D(device, new Texture2DDescription()
            {
                Format = Format.D32_Float_S8X24_UInt,
                ArraySize = 1,
                MipLevels = 1,
                Width = form.ClientSize.Width,
                Height = form.ClientSize.Height,
                SampleDescription = new SampleDescription(1, 0),
                Usage = ResourceUsage.Default,
                BindFlags = BindFlags.DepthStencil,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags = ResourceOptionFlags.None
            });

            var depthView = new DepthStencilView(device, depthBuffer);

            // Load texture and create sampler
            var texture = Texture2D.FromFile<Texture2D>(device, "GeneticaMortarlessBlocks.jpg");
            var textureView = new ShaderResourceView(device, texture);

            var sampler = new SamplerState(device, new SamplerStateDescription()
            {
                Filter = Filter.MinMagMipLinear,
                AddressU = TextureAddressMode.Wrap,
                AddressV = TextureAddressMode.Wrap,
                AddressW = TextureAddressMode.Wrap,
                BorderColor = Color.Black,
                ComparisonFunction = Comparison.Never,
                MaximumAnisotropy = 16,
                MipLodBias = 0,
                MinimumLod = 0,
                MaximumLod = 16,
            });


            // Prepare All the stages
            context.InputAssembler.InputLayout = layout;
            context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, Utilities.SizeOf<Vector4>() + Utilities.SizeOf<Vector2>(), 0));
            context.VertexShader.SetConstantBuffer(0, contantBuffer);
            context.VertexShader.Set(vertexShader);
            context.Rasterizer.SetViewports(new Viewport(0, 0, form.ClientSize.Width, form.ClientSize.Height, 0.0f, 1.0f));
            context.PixelShader.Set(pixelShader);
            context.PixelShader.SetSampler(0, sampler);
            context.PixelShader.SetShaderResource(0, textureView);
            context.OutputMerger.SetTargets(depthView, renderView);

            // 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();

            // Main loop
            RenderLoop.Run(form, () =>
            {
                var time = clock.ElapsedMilliseconds / 1000.0f;

                // Clear views
                context.ClearDepthStencilView(depthView, DepthStencilClearFlags.Depth, 1.0f, 0);
                context.ClearRenderTargetView(renderView, Color.Black);

                // Update WorldViewProj Matrix
                var worldViewProj = Matrix.RotationX(time) * Matrix.RotationY(time * 2) * Matrix.RotationZ(time * .7f) * viewProj;
                worldViewProj.Transpose();
                context.UpdateSubresource(ref worldViewProj, contantBuffer);

                // Draw the cube
                context.Draw(36, 0);

                // Present!
                swapChain.Present(0, PresentFlags.None);
            });

            // Release all resources
            vertexShaderByteCode.Dispose();
            vertexShader.Dispose();
            pixelShaderByteCode.Dispose();
            pixelShader.Dispose();
            vertices.Dispose();
            layout.Dispose();
            renderView.Dispose();
            backBuffer.Dispose();
            context.ClearState();
            context.Flush();
            device.Dispose();
            context.Dispose();
            swapChain.Dispose();
            factory.Dispose();
        }
예제 #16
0
        private static void Main()
        {
            var form = new RenderForm("SharpDX - MiniTri Direct3D 11 Sample");

            // SwapChain description
            var desc = new SwapChainDescription()
                           {
                               BufferCount = 1,
                               ModeDescription= 
                                   new ModeDescription(form.ClientSize.Width, form.ClientSize.Height,
                                                       new Rational(60, 1), Format.R8G8B8A8_UNorm),
                               IsWindowed = true,
                               OutputHandle = form.Handle,
                               SampleDescription = new SampleDescription(1, 0),
                               SwapEffect = SwapEffect.Discard,
                               Usage = Usage.RenderTargetOutput
                           };

            // Create Device and SwapChain
            Device device;
            SwapChain swapChain;
            Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, desc, out device, out swapChain);
            var context = device.ImmediateContext;

            // Ignore all windows events
            var factory = swapChain.GetParent<Factory>();
            factory.MakeWindowAssociation(form.Handle, WindowAssociationFlags.IgnoreAll);

            // New RenderTargetView from the backbuffer
            var backBuffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
            var renderView = new RenderTargetView(device, backBuffer);

            // Compile Vertex and Pixel shaders
            var vertexShaderByteCode = ShaderBytecode.CompileFromFile("MiniTri.fx", "VS", "vs_4_0", ShaderFlags.None, EffectFlags.None);
            var vertexShader = new VertexShader(device, vertexShaderByteCode);

            var pixelShaderByteCode = ShaderBytecode.CompileFromFile("MiniTri.fx", "PS", "ps_4_0", ShaderFlags.None, EffectFlags.None);
            var pixelShader = new PixelShader(device, pixelShaderByteCode);

            // Layout from VertexShader input signature
            var layout = new InputLayout(
                device,
                ShaderSignature.GetInputSignature(vertexShaderByteCode),
                new[]
                    {
                        new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
                        new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 16, 0)
                    });

            // Instantiate Vertex buiffer from vertex data
            var vertices = Buffer.Create(device, BindFlags.VertexBuffer, new[]
                                  {
                                      new Vector4(0.0f, 0.5f, 0.5f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
                                      new Vector4(0.5f, -0.5f, 0.5f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
                                      new Vector4(-0.5f, -0.5f, 0.5f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f)
                                  });

            // Prepare All the stages
            context.InputAssembler.InputLayout = layout;
            context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, 32, 0));
            context.VertexShader.Set(vertexShader);
            context.Rasterizer.SetViewport(new Viewport(0, 0, form.ClientSize.Width, form.ClientSize.Height, 0.0f, 1.0f));
            context.PixelShader.Set(pixelShader);
            context.OutputMerger.SetTargets(renderView);

            // Main loop
            RenderLoop.Run(form, () =>
                                      {
                                          context.ClearRenderTargetView(renderView, Color.Black);
                                          context.Draw(3, 0);
                                          swapChain.Present(0, PresentFlags.None);
                                      });

            // Release all resources
            vertexShaderByteCode.Dispose();
            vertexShader.Dispose();
            pixelShaderByteCode.Dispose();
            pixelShader.Dispose();
            vertices.Dispose();
            layout.Dispose();
            renderView.Dispose();
            backBuffer.Dispose();
            context.ClearState();
            context.Flush();
            device.Dispose();
            context.Dispose();
            swapChain.Dispose();
            factory.Dispose();
        }
예제 #17
0
파일: Program.cs 프로젝트: Nezz/SharpDX
  //      [STAThread]
        private static void Main()
        {
            var form = new RenderForm("SharpDX - MiniCube Direct3D11 Sample");

            // SwapChain description
            var desc = new SwapChainDescription()
            {
                BufferCount = 1,
                ModeDescription =
                    new ModeDescription(form.ClientSize.Width, form.ClientSize.Height,
                                        new Rational(60, 1), Format.R8G8B8A8_UNorm),
                IsWindowed = true,
                OutputHandle = form.Handle,
                SampleDescription = new SampleDescription(1, 0),
                SwapEffect = SwapEffect.Discard,
                Usage = Usage.RenderTargetOutput
            };

            // Used for debugging dispose object references
            // Configuration.EnableObjectTracking = true;

            // Disable throws on shader compilation errors
            //Configuration.ThrowOnShaderCompileError = false;

            // Create Device and SwapChain
            Device device;
            SwapChain swapChain;
            Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, desc, out device, out swapChain);
            var context = device.ImmediateContext;

            // Ignore all windows events
            var factory = swapChain.GetParent<Factory>();
            factory.MakeWindowAssociation(form.Handle, WindowAssociationFlags.IgnoreAll);

            // Compile Vertex and Pixel shaders
            var vertexShaderByteCode = ShaderBytecode.CompileFromFile("MiniCube.fx", "VS", "vs_4_0");
            var vertexShader = new VertexShader(device, vertexShaderByteCode);

            var pixelShaderByteCode = ShaderBytecode.CompileFromFile("MiniCube.fx", "PS", "ps_4_0");
            var pixelShader = new PixelShader(device, pixelShaderByteCode);

            var signature = ShaderSignature.GetInputSignature(vertexShaderByteCode);
            // Layout from VertexShader input signature
            var layout = new InputLayout(device, signature, new[]
                    {
                        new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
                        new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 16, 0)
                    });

            // Instantiate Vertex buiffer from vertex data
            var vertices = Buffer.Create(device, BindFlags.VertexBuffer, 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),
                            });

            // Create Constant Buffer
            var contantBuffer = new Buffer(device, Utilities.SizeOf<Matrix>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);



            // Prepare All the stages
            context.InputAssembler.InputLayout = layout;
            context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, Utilities.SizeOf<Vector4>() * 2, 0));
            context.VertexShader.SetConstantBuffer(0, contantBuffer);
            context.VertexShader.Set(vertexShader);
            context.PixelShader.Set(pixelShader);

            // Prepare matrices
            var view = Matrix.LookAtLH(new Vector3(0, 0, -5), new Vector3(0, 0, 0), Vector3.UnitY);
            Matrix proj = Matrix.Identity;

            // Use clock
            var clock = new Stopwatch();
            clock.Start();

            // Declare texture for rendering
            bool userResized = true;
            Texture2D backBuffer = null;
            RenderTargetView renderView = null;
            Texture2D depthBuffer = null;
            DepthStencilView depthView = null;

            // Setup handler on resize form
            form.UserResized += (sender, args) => userResized = true;

            // Setup full screen mode change F5 (Full) F4 (Window)
            form.KeyUp += (sender, args) =>
                {
                    if (args.KeyCode == Keys.F5)
                        swapChain.SetFullscreenState(true, null);
                    else if (args.KeyCode == Keys.F4)
                        swapChain.SetFullscreenState(false, null);
                    else if (args.KeyCode == Keys.Escape)
                        form.Close();
                };

            // Main loop
            RenderLoop.Run(form, () =>
            {
                // If Form resized
                if (userResized)
                {
                    // Dispose all previous allocated resources
                    ComObject.Dispose(ref backBuffer);
                    ComObject.Dispose(ref renderView);
                    ComObject.Dispose(ref depthBuffer);
                    ComObject.Dispose(ref depthView);

                    // Resize the backbuffer
                    swapChain.ResizeBuffers(desc.BufferCount, form.ClientSize.Width, form.ClientSize.Height, Format.Unknown, SwapChainFlags.None);

                    // Get the backbuffer from the swapchain
                    backBuffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);

                    // Renderview on the backbuffer
                    renderView = new RenderTargetView(device, backBuffer);

                    // Create the depth buffer
                    depthBuffer = new Texture2D(device, new Texture2DDescription()
                    {
                        Format = Format.D32_Float_S8X24_UInt,
                        ArraySize = 1,
                        MipLevels = 1,
                        Width = form.ClientSize.Width,
                        Height = form.ClientSize.Height,
                        SampleDescription = new SampleDescription(1, 0),
                        Usage = ResourceUsage.Default,
                        BindFlags = BindFlags.DepthStencil,
                        CpuAccessFlags = CpuAccessFlags.None,
                        OptionFlags = ResourceOptionFlags.None
                    });

                    // Create the depth buffer view
                    depthView = new DepthStencilView(device, depthBuffer);

                    // Setup targets and viewport for rendering
                    context.Rasterizer.SetViewports(new Viewport(0, 0, form.ClientSize.Width, form.ClientSize.Height, 0.0f, 1.0f));
                    context.OutputMerger.SetTargets(depthView, renderView);

                    // Setup new projection matrix with correct aspect ratio
                    proj = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, form.ClientSize.Width / (float)form.ClientSize.Height, 0.1f, 100.0f);

                    // We are done resizing
                    userResized = false;
                }

                var time = clock.ElapsedMilliseconds / 1000.0f;

                var viewProj = Matrix.Multiply(view, proj);

                // Clear views
                context.ClearDepthStencilView(depthView, DepthStencilClearFlags.Depth, 1.0f, 0);
                context.ClearRenderTargetView(renderView, Color.Black);

                // Update WorldViewProj Matrix
                var worldViewProj = Matrix.RotationX(time) * Matrix.RotationY(time * 2) * Matrix.RotationZ(time * .7f) * viewProj;
                worldViewProj.Transpose();
                context.UpdateSubresource(ref worldViewProj, contantBuffer);

                // Draw the cube
                context.Draw(36, 0);

                // Present!
                swapChain.Present(0, PresentFlags.None);
            });

            // Release all resources
            signature.Dispose();
            vertexShaderByteCode.Dispose();
            vertexShader.Dispose();
            pixelShaderByteCode.Dispose();
            pixelShader.Dispose();
            vertices.Dispose();
            layout.Dispose();
            contantBuffer.Dispose();
            depthBuffer.Dispose();
            depthView.Dispose();
            renderView.Dispose();
            backBuffer.Dispose();
            context.ClearState();
            context.Flush();
            device.Dispose();
            context.Dispose();
            swapChain.Dispose();
            factory.Dispose();
        }
예제 #18
0
        private void InitializeOculus()
        {
            RenderForm form = new RenderForm("OculusWrap SharpDX demo");

			Wrap	oculus	= new Wrap();
			Hmd		hmd;

            form.KeyUp += new System.Windows.Forms.KeyEventHandler(this.Window_KeyUp);

            //form.moused

            //form.Activate();
            //form.Show();

            int textureWidth = 0, textureHeight = 0;
            newTextureArrived = false;

            //zoom == 2 is not implemented, because the visual quality would be too low.
            //zoom == 4 will be implemented in the future.
            if (zoom == 3)
            {
                textureWidth = 3328;
                textureHeight = 1664;
            }

            bool success = oculus.Initialize();
            if (!success)
            {
                System.Windows.Forms.MessageBox.Show("Failed to initialize the Oculus runtime library.", "Uh oh", MessageBoxButtons.OK, MessageBoxIcon.Error);
                return;
            }

            // Use the head mounted display, if it's available, otherwise use the debug HMD.
            int numberOfHeadMountedDisplays = oculus.Hmd_Detect();
            if (numberOfHeadMountedDisplays > 0)
                hmd = oculus.Hmd_Create(0);
            else
                hmd = oculus.Hmd_CreateDebug(OculusWrap.OVR.HmdType.DK2);

            if (hmd == null)
            {
                System.Windows.Forms.MessageBox.Show("Oculus Rift not detected.", "Uh oh", MessageBoxButtons.OK, MessageBoxIcon.Error);
                return;
            }

            if (hmd.ProductName == string.Empty)
                System.Windows.Forms.MessageBox.Show("The HMD is not enabled.", "There's a tear in the Rift", MessageBoxButtons.OK, MessageBoxIcon.Error);

            // Specify which head tracking capabilities to enable.
            hmd.SetEnabledCaps(OVR.HmdCaps.LowPersistence | OVR.HmdCaps.DynamicPrediction);

            // Start the sensor which informs of the Rift's pose and motion
            hmd.ConfigureTracking(OVR.TrackingCaps.ovrTrackingCap_Orientation | OVR.TrackingCaps.ovrTrackingCap_MagYawCorrection | OVR.TrackingCaps.ovrTrackingCap_Position, OVR.TrackingCaps.None);

            // Create a set of layers to submit.
            EyeTexture[] eyeTextures = new EyeTexture[2];
            OVR.ovrResult result;

            // Create DirectX drawing device.
            SharpDX.Direct3D11.Device device = new Device(SharpDX.Direct3D.DriverType.Hardware, DeviceCreationFlags.Debug);

            // Create DirectX Graphics Interface factory, used to create the swap chain.
            Factory factory = new Factory();

            DeviceContext immediateContext = device.ImmediateContext;

            // Define the properties of the swap chain.
            SwapChainDescription swapChainDescription = new SwapChainDescription();
            swapChainDescription.BufferCount = 1;
            swapChainDescription.IsWindowed = true;
            swapChainDescription.OutputHandle = form.Handle;
            swapChainDescription.SampleDescription = new SampleDescription(1, 0);
            swapChainDescription.Usage = Usage.RenderTargetOutput | Usage.ShaderInput;
            swapChainDescription.SwapEffect = SwapEffect.Sequential;
            swapChainDescription.Flags = SwapChainFlags.AllowModeSwitch;
            swapChainDescription.ModeDescription.Width = form.Width;
            swapChainDescription.ModeDescription.Height = form.Height;
            swapChainDescription.ModeDescription.Format = Format.R8G8B8A8_UNorm;
            swapChainDescription.ModeDescription.RefreshRate.Numerator = 0;
            swapChainDescription.ModeDescription.RefreshRate.Denominator = 1;

            // Create the swap chain.
            SharpDX.DXGI.SwapChain swapChain = new SwapChain(factory, device, swapChainDescription);

            // Retrieve the back buffer of the swap chain.
            Texture2D backBuffer = swapChain.GetBackBuffer<Texture2D>(0);
            RenderTargetView backBufferRenderTargetView = new RenderTargetView(device, backBuffer);

            // Create a depth buffer, using the same width and height as the back buffer.
            Texture2DDescription depthBufferDescription = new Texture2DDescription();
            depthBufferDescription.Format = Format.D32_Float;
            depthBufferDescription.ArraySize = 1;
            depthBufferDescription.MipLevels = 1;
            depthBufferDescription.Width = form.Width;
            depthBufferDescription.Height = form.Height;
            depthBufferDescription.SampleDescription = new SampleDescription(1, 0);
            depthBufferDescription.Usage = ResourceUsage.Default;
            depthBufferDescription.BindFlags = BindFlags.DepthStencil;
            depthBufferDescription.CpuAccessFlags = CpuAccessFlags.None;
            depthBufferDescription.OptionFlags = ResourceOptionFlags.None;

            // Define how the depth buffer will be used to filter out objects, based on their distance from the viewer.
            DepthStencilStateDescription depthStencilStateDescription = new DepthStencilStateDescription();
            depthStencilStateDescription.IsDepthEnabled = true;
            depthStencilStateDescription.DepthComparison = Comparison.Less;
            depthStencilStateDescription.DepthWriteMask = DepthWriteMask.Zero;

            // Create the depth buffer.
            Texture2D depthBuffer = new Texture2D(device, depthBufferDescription);
            DepthStencilView depthStencilView = new DepthStencilView(device, depthBuffer);
            DepthStencilState depthStencilState = new DepthStencilState(device, depthStencilStateDescription);
            Viewport viewport = new Viewport(0, 0, hmd.Resolution.Width, hmd.Resolution.Height, 0.0f, 1.0f);

            immediateContext.OutputMerger.SetDepthStencilState(depthStencilState);
            immediateContext.OutputMerger.SetRenderTargets(depthStencilView, backBufferRenderTargetView);
            immediateContext.Rasterizer.SetViewport(viewport);

            // Retrieve the DXGI device, in order to set the maximum frame latency.
            using (SharpDX.DXGI.Device1 dxgiDevice = device.QueryInterface<SharpDX.DXGI.Device1>())
            {
                dxgiDevice.MaximumFrameLatency = 1;
            }

            Layers layers = new Layers();
            LayerEyeFov layerEyeFov = layers.AddLayerEyeFov();

            for (int eyeIndex = 0; eyeIndex < 2; eyeIndex++)
            {
                OVR.EyeType eye = (OVR.EyeType)eyeIndex;
                EyeTexture eyeTexture = new EyeTexture();
                eyeTextures[eyeIndex] = eyeTexture;

                // Retrieve size and position of the texture for the current eye.
                eyeTexture.FieldOfView = hmd.DefaultEyeFov[eyeIndex];
                eyeTexture.TextureSize = hmd.GetFovTextureSize(eye, hmd.DefaultEyeFov[eyeIndex], 1.0f);
                eyeTexture.RenderDescription = hmd.GetRenderDesc(eye, hmd.DefaultEyeFov[eyeIndex]);
                eyeTexture.HmdToEyeViewOffset = eyeTexture.RenderDescription.HmdToEyeViewOffset;
                eyeTexture.ViewportSize.Position = new OVR.Vector2i(0, 0);
                eyeTexture.ViewportSize.Size = eyeTexture.TextureSize;
                eyeTexture.Viewport = new Viewport(0, 0, eyeTexture.TextureSize.Width, eyeTexture.TextureSize.Height, 0.0f, 1.0f);

                // Define a texture at the size recommended for the eye texture.
                eyeTexture.Texture2DDescription = new Texture2DDescription();
                eyeTexture.Texture2DDescription.Width = eyeTexture.TextureSize.Width;
                eyeTexture.Texture2DDescription.Height = eyeTexture.TextureSize.Height;
                eyeTexture.Texture2DDescription.ArraySize = 1;
                eyeTexture.Texture2DDescription.MipLevels = 1;
                eyeTexture.Texture2DDescription.Format = Format.R8G8B8A8_UNorm;
                eyeTexture.Texture2DDescription.SampleDescription = new SampleDescription(1, 0);
                eyeTexture.Texture2DDescription.Usage = ResourceUsage.Default;
                eyeTexture.Texture2DDescription.CpuAccessFlags = CpuAccessFlags.None;
                eyeTexture.Texture2DDescription.BindFlags = BindFlags.ShaderResource | BindFlags.RenderTarget;

                // Convert the SharpDX texture description to the native Direct3D texture description.
                OVR.D3D11.D3D11_TEXTURE2D_DESC swapTextureDescriptionD3D11 = SharpDXHelpers.CreateTexture2DDescription(eyeTexture.Texture2DDescription);

                // Create a SwapTextureSet, which will contain the textures to render to, for the current eye.
                result = hmd.CreateSwapTextureSetD3D11(device.NativePointer, ref swapTextureDescriptionD3D11, out eyeTexture.SwapTextureSet);
                WriteErrorDetails(oculus, result, "Failed to create swap texture set.");

                // Create room for each DirectX texture in the SwapTextureSet.
                eyeTexture.Textures = new Texture2D[eyeTexture.SwapTextureSet.TextureCount];
                eyeTexture.RenderTargetViews = new RenderTargetView[eyeTexture.SwapTextureSet.TextureCount];

                // Create a texture 2D and a render target view, for each unmanaged texture contained in the SwapTextureSet.
                for (int textureIndex = 0; textureIndex < eyeTexture.SwapTextureSet.TextureCount; textureIndex++)
                {
                    // Retrieve the current textureData object.
                    OVR.D3D11.D3D11TextureData textureData = eyeTexture.SwapTextureSet.Textures[textureIndex];

                    // Create a managed Texture2D, based on the unmanaged texture pointer.
                    eyeTexture.Textures[textureIndex] = new Texture2D(textureData.Texture);

                    // Create a render target view for the current Texture2D.
                    eyeTexture.RenderTargetViews[textureIndex] = new RenderTargetView(device, eyeTexture.Textures[textureIndex]);
                }

                // Define the depth buffer, at the size recommended for the eye texture.
                eyeTexture.DepthBufferDescription = new Texture2DDescription();
                eyeTexture.DepthBufferDescription.Format = Format.D32_Float;
                eyeTexture.DepthBufferDescription.Width = eyeTexture.TextureSize.Width;
                eyeTexture.DepthBufferDescription.Height = eyeTexture.TextureSize.Height;
                eyeTexture.DepthBufferDescription.ArraySize = 1;
                eyeTexture.DepthBufferDescription.MipLevels = 1;
                eyeTexture.DepthBufferDescription.SampleDescription = new SampleDescription(1, 0);
                eyeTexture.DepthBufferDescription.Usage = ResourceUsage.Default;
                eyeTexture.DepthBufferDescription.BindFlags = BindFlags.DepthStencil;
                eyeTexture.DepthBufferDescription.CpuAccessFlags = CpuAccessFlags.None;
                eyeTexture.DepthBufferDescription.OptionFlags = ResourceOptionFlags.None;

                // Create the depth buffer.
                eyeTexture.DepthBuffer = new Texture2D(device, eyeTexture.DepthBufferDescription);
                eyeTexture.DepthStencilView = new DepthStencilView(device, eyeTexture.DepthBuffer);

                // Specify the texture to show on the HMD.
                layerEyeFov.ColorTexture[eyeIndex] = eyeTexture.SwapTextureSet.SwapTextureSetPtr;
                layerEyeFov.Viewport[eyeIndex].Position = new OVR.Vector2i(0, 0);
                layerEyeFov.Viewport[eyeIndex].Size = eyeTexture.TextureSize;
                layerEyeFov.Fov[eyeIndex] = eyeTexture.FieldOfView;
                layerEyeFov.Header.Flags = OVR.LayerFlags.TextureOriginAtBottomLeft;
            }

            // Define the texture used to display the rendered result on the computer monitor.
            Texture2DDescription mirrorTextureDescription = new Texture2DDescription();
            mirrorTextureDescription.Width = form.Width;
            mirrorTextureDescription.Height = form.Height;
            mirrorTextureDescription.ArraySize = 1;
            mirrorTextureDescription.MipLevels = 1;
            mirrorTextureDescription.Format = Format.R8G8B8A8_UNorm;
            mirrorTextureDescription.SampleDescription = new SampleDescription(1, 0);
            mirrorTextureDescription.Usage = ResourceUsage.Default;
            mirrorTextureDescription.CpuAccessFlags = CpuAccessFlags.None;
            mirrorTextureDescription.BindFlags = BindFlags.ShaderResource | BindFlags.RenderTarget;

            SamplerStateDescription samplerStateDescription = new SamplerStateDescription
            {
                AddressU = TextureAddressMode.Wrap,
                AddressV = TextureAddressMode.Wrap,
                AddressW = TextureAddressMode.Wrap,
                Filter = Filter.Anisotropic
            };

            RasterizerStateDescription rasterizerStateDescription = RasterizerStateDescription.Default();
            rasterizerStateDescription.IsFrontCounterClockwise = true;

            // Convert the SharpDX texture description to the native Direct3D texture description.
            OVR.D3D11.D3D11_TEXTURE2D_DESC mirrorTextureDescriptionD3D11 = SharpDXHelpers.CreateTexture2DDescription(mirrorTextureDescription);

            OculusWrap.D3D11.MirrorTexture mirrorTexture;

            // Create the texture used to display the rendered result on the computer monitor.
            result = hmd.CreateMirrorTextureD3D11(device.NativePointer, ref mirrorTextureDescriptionD3D11, out mirrorTexture);
            WriteErrorDetails(oculus, result, "Failed to create mirror texture.");

            Texture2D mirrorTextureD3D11 = new Texture2D(mirrorTexture.Texture.Texture);

            #region Vertex and pixel shader
            // Create vertex shader.
            ShaderBytecode vertexShaderByteCode = ShaderBytecode.CompileFromFile("Shaders.fx", "VertexShaderMain", "vs_4_0");
            VertexShader vertexShader = new VertexShader(device, vertexShaderByteCode);

            // Create pixel shader.
            ShaderBytecode pixelShaderByteCode = ShaderBytecode.CompileFromFile("Shaders.fx", "PixelShaderMain", "ps_4_0");
            PixelShader pixelShader = new PixelShader(device, pixelShaderByteCode);

            ShaderSignature shaderSignature = ShaderSignature.GetInputSignature(vertexShaderByteCode);



            Texture2D myTexture = new Texture2D(device, new Texture2DDescription()
            {
                Format = Format.R8G8B8A8_UNorm,
                ArraySize = 1,
                MipLevels = 1,
                Width = textureWidth,
                Height = textureHeight,
                SampleDescription = new SampleDescription(1, 0),
                Usage = ResourceUsage.Dynamic,
                BindFlags = BindFlags.ShaderResource,
                CpuAccessFlags = CpuAccessFlags.Write,
                OptionFlags = ResourceOptionFlags.None,
            });


            ShaderResourceView textureView = new ShaderResourceView(device, myTexture);


            //set sampler for texture
            SamplerState samplerState = new SamplerState(device, samplerStateDescription);

            //initialize rasterizer
            RasterizerState rasterizerState = new RasterizerState(device, rasterizerStateDescription);

            // Specify that each vertex consists of a single vertex position and color.

            int[] indices = null;
            Vertex[] vertices = null;
            CreateGeometry(out indices, out vertices);

            InputElement[] inputElements = new InputElement[]
            {
                new InputElement("SV_Position", 0, Format.R32G32B32A32_Float, 0, 0),
                new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 16, 0),
                new InputElement("TEXCOORD", 0, Format.R32G32_Float, 32, 0),
                /*new InputElement("TEXCOORD", 0, Format.R32G32_Float, 16, 0),
                new InputElement("TEXCOORD", 0, Format.R32G32_Float, 32, 0),*/
            };

            // Define an input layout to be passed to the vertex shader.
            InputLayout inputLayout = new InputLayout(device, shaderSignature, inputElements);

            // Create a vertex buffer, containing our 3D model.
            Buffer vertexBuffer = Buffer.Create(device, BindFlags.VertexBuffer, vertices);//m_vertices);

            // Create a constant buffer, to contain our WorldViewProjection matrix, that will be passed to the vertex shader.
            Buffer constantBuffer = new Buffer(device, Utilities.SizeOf<Matrix>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);

            Buffer indexBuffer = SharpDX.Direct3D11.Buffer.Create(device, BindFlags.IndexBuffer, indices);

            // Setup the immediate context to use the shaders and model we defined.
            immediateContext.InputAssembler.InputLayout = inputLayout;
            immediateContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;

            immediateContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertexBuffer, Utilities.SizeOf<Vertex>(), 0));
            immediateContext.InputAssembler.SetIndexBuffer(indexBuffer, Format.R32_UInt, 0);

            immediateContext.VertexShader.SetConstantBuffer(0, constantBuffer);

            immediateContext.VertexShader.Set(vertexShader);
            immediateContext.PixelShader.Set(pixelShader);

            immediateContext.PixelShader.SetShaderResource(0, textureView);
            immediateContext.PixelShader.SetSampler(0, samplerState);
            #endregion

            DateTime startTime = DateTime.Now;
            Vector3 position = new Vector3(0, 0, 0);

            oculusReady = true;

            #region Render loop
            RenderLoop.Run(form, () =>
            {
                OVR.Vector3f[] hmdToEyeViewOffsets = { eyeTextures[0].HmdToEyeViewOffset, eyeTextures[1].HmdToEyeViewOffset };
                OVR.FrameTiming frameTiming = hmd.GetFrameTiming(0);
                OVR.TrackingState trackingState = hmd.GetTrackingState(frameTiming.DisplayMidpointSeconds);
                OVR.Posef[] eyePoses = new OVR.Posef[2];

                // Calculate the position and orientation of each eye.
                oculus.CalcEyePoses(trackingState.HeadPose.ThePose, hmdToEyeViewOffsets, ref eyePoses);

                float timeSinceStart = (float)(DateTime.Now - startTime).TotalSeconds;

                for (int eyeIndex = 0; eyeIndex < 2; eyeIndex++)
                {
                    OVR.EyeType eye = (OVR.EyeType)eyeIndex;
                    EyeTexture eyeTexture = eyeTextures[eyeIndex];

                    layerEyeFov.RenderPose[eyeIndex] = eyePoses[eyeIndex];

                    // Retrieve the index of the active texture and select the next texture as being active next.
                    int textureIndex = eyeTexture.SwapTextureSet.CurrentIndex++;

                    immediateContext.OutputMerger.SetRenderTargets(eyeTexture.DepthStencilView, eyeTexture.RenderTargetViews[textureIndex]);
                    immediateContext.ClearRenderTargetView(eyeTexture.RenderTargetViews[textureIndex], Color.Black);
                    immediateContext.ClearDepthStencilView(eyeTexture.DepthStencilView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1.0f, 0);
                    immediateContext.Rasterizer.SetViewport(eyeTexture.Viewport);
                    //added a custom rasterizer
                    immediateContext.Rasterizer.State = rasterizerState;

                    // Retrieve the eye rotation quaternion and use it to calculate the LookAt direction and the LookUp direction.
                    Quaternion rotationQuaternion = SharpDXHelpers.ToQuaternion(eyePoses[eyeIndex].Orientation);
                    Matrix rotationMatrix = Matrix.RotationQuaternion(rotationQuaternion);
                    Vector3 lookUp = Vector3.Transform(new Vector3(0, -1, 0), rotationMatrix).ToVector3();
                    Vector3 lookAt = Vector3.Transform(new Vector3(0, 0, 1), rotationMatrix).ToVector3();

                    Vector3 viewPosition = position - eyePoses[eyeIndex].Position.ToVector3();

                    //use this to get the first rotation to goal
                    Matrix world = Matrix.Scaling(1.0f) /** Matrix.RotationX(timeSinceStart*0.2f) */* Matrix.RotationY(timeSinceStart * 2 / 10f) /** Matrix.RotationZ(timeSinceStart*3/10f)*/;
                    Matrix viewMatrix = Matrix.LookAtRH(viewPosition, viewPosition + lookAt, lookUp);

                    Matrix projectionMatrix = OVR.ovrMatrix4f_Projection(eyeTexture.FieldOfView, 0.1f, 10.0f, OVR.ProjectionModifier.None).ToMatrix();
                    projectionMatrix.Transpose();

                    Matrix worldViewProjection = world * viewMatrix * projectionMatrix;
                    worldViewProjection.Transpose();

                    // Update the transformation matrix.
                    immediateContext.UpdateSubresource(ref worldViewProjection, constantBuffer);

                    // Draw the cube
                    //immediateContext.Draw(vertices.Length/2, 0);
                    immediateContext.DrawIndexed(indices.Length, 0, 0);
                }

                hmd.SubmitFrame(0, layers);

                immediateContext.CopyResource(mirrorTextureD3D11, backBuffer);
                swapChain.Present(0, PresentFlags.None);


                if (newTextureArrived == true)
                {
                    newTextureArrived = false;
                    DataBox map = device.ImmediateContext.MapSubresource(myTexture, 0, MapMode.WriteDiscard, SharpDX.Direct3D11.MapFlags.None);

                    //load the BitMapSource with appropriate formating (Format32bppPRGBA)
                    SharpDX.WIC.BitmapSource bitMap = LoadBitmap(new SharpDX.WIC.ImagingFactory(), streamTexture);
                    //string newFile = Path.GetDirectoryName(Process.GetCurrentProcess().MainModule.FileName) + @"\img_merged.jpg";
                    //SharpDX.WIC.BitmapSource bitMap = LoadBitmapFromFile(new SharpDX.WIC.ImagingFactory(), newFile);

                    int width = bitMap.Size.Width;
                    int height = bitMap.Size.Height;
                    int stride = bitMap.Size.Width * 4;

                    bitMap.CopyPixels(stride, map.DataPointer, height * stride);

                    device.ImmediateContext.UnmapSubresource(myTexture, 0);

                    //bitMap.Dispose();
                    streamTexture.Seek(0, SeekOrigin.Begin);
                }


            });
            #endregion
            // Release all resources
            inputLayout.Dispose();
            constantBuffer.Dispose();
            indexBuffer.Dispose();
            vertexBuffer.Dispose();
            inputLayout.Dispose();
            shaderSignature.Dispose();
            pixelShader.Dispose();
            pixelShaderByteCode.Dispose();
            vertexShader.Dispose();
            vertexShaderByteCode.Dispose();
            mirrorTextureD3D11.Dispose();
            layers.Dispose();
            eyeTextures[0].Dispose();
            eyeTextures[1].Dispose();
            immediateContext.ClearState();
            immediateContext.Flush();
            immediateContext.Dispose();
            depthStencilState.Dispose();
            depthStencilView.Dispose();
            depthBuffer.Dispose();
            backBufferRenderTargetView.Dispose();
            backBuffer.Dispose();
            swapChain.Dispose();
            factory.Dispose();

            // Disposing the device, before the hmd, will cause the hmd to fail when disposing.
            // Disposing the device, after the hmd, will cause the dispose of the device to fail.
            // It looks as if the hmd steals ownership of the device and destroys it, when it's shutting down.
            // device.Dispose();

            hmd.Dispose();
            oculus.Dispose();
        }
예제 #19
0
        public Program()
        {
            var form = new RenderForm("SharpDX - Load Mesh Sample");
            form.Width = 1280;
            form.Height = 720;

            // SwapChain description
            var desc = new SwapChainDescription()
            {
                BufferCount = 1,
                ModeDescription = new ModeDescription(form.Width, form.Height, new Rational(60, 1), Format.R8G8B8A8_UNorm),
                IsWindowed = true,
                OutputHandle = form.Handle,
                SampleDescription = new SampleDescription(1, 0),
                SwapEffect = SwapEffect.Discard,
                Usage = Usage.RenderTargetOutput
            };

            // Create Device and SwapChain
            Device device;
            SwapChain swapChain;
            Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.Debug, desc, out device, out swapChain);
            var context = device.ImmediateContext;

            // Ignore all windows events
            var factory = swapChain.GetParent<Factory>();
            factory.MakeWindowAssociation(form.Handle, WindowAssociationFlags.IgnoreAll);

            // New RenderTargetView from the backbuffer
            var backBuffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
            var renderView = new RenderTargetView(device, backBuffer);

            //Load model
            String fileName = Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "sponza/sponza.3ds");
            ModelLoader modelLoader = new ModelLoader(device);

            Model model = modelLoader.Load(fileName);

            // Compile Vertex and Pixel shaders
            var vertexShaderByteCode = ShaderBytecode.CompileFromFile("LoadMesh.fx", "VS", "vs_5_0");
            var vertexShader = new VertexShader(device, vertexShaderByteCode);

            var pixelShaderByteCode = ShaderBytecode.CompileFromFile("LoadMesh.fx", "PS", "ps_5_0");
            var pixelShader = new PixelShader(device, pixelShaderByteCode);

            model.SetInputLayout(device, ShaderSignature.GetInputSignature(vertexShaderByteCode));

            // Create Depth Buffer & View
            var depthBuffer = new Texture2D(device, new Texture2DDescription()
            {
                Format = Format.D32_Float_S8X24_UInt,
                ArraySize = 1,
                MipLevels = 1,
                Width = form.Width,
                Height = form.Height,
                SampleDescription = new SampleDescription(1, 0),
                Usage = ResourceUsage.Default,
                BindFlags = BindFlags.DepthStencil,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags = ResourceOptionFlags.None
            });

            var depthView = new DepthStencilView(device, depthBuffer);

            //create sampler from texture
            var sampler = new SamplerState(device, new SamplerStateDescription()
            {
                Filter = Filter.MinMagMipLinear,
                AddressU = TextureAddressMode.Wrap,
                AddressV = TextureAddressMode.Wrap,
                AddressW = TextureAddressMode.Wrap,
                BorderColor = Color.Black,
                ComparisonFunction = Comparison.Never,
                MaximumAnisotropy = 16,
                MipLodBias = 0,
                MinimumLod = 0,
                MaximumLod = 16,
            });

            // Create Constant Buffers
            var vertexConstantBuffer = new Buffer(device, Utilities.SizeOf<VertexShaderData>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
            var pixelConstantBuffer = new Buffer(device, Utilities.SizeOf<PixelShaderData>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);

            // Prepare some of the stages. The others are mesh dependent and will be set later       
            context.VertexShader.Set(vertexShader);
            context.Rasterizer.SetViewport(new Viewport(0, 0, form.Width, form.Height, 0.0f, 1.0f));
            context.PixelShader.Set(pixelShader);
            context.PixelShader.SetSampler(0, sampler);
            context.OutputMerger.SetTargets(depthView, renderView);
            context.VertexShader.SetConstantBuffer(0, vertexConstantBuffer);
            context.PixelShader.SetConstantBuffer(0, pixelConstantBuffer);

            //allocate data structs for the vertex and pixel constant buffers
            VertexShaderData vsData = new VertexShaderData();
            PixelShaderData psData = new PixelShaderData();

            //set light position
            psData.lightPos = new Vector4(0, 2.5f, 0, 0);

            //update pixel shader constant buffer. Only need to do this once.
            context.UpdateSubresource(ref psData, pixelConstantBuffer);

            // Calc projection matrix
            var proj = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, form.Width / (float)form.Height, 0.1f, 100.0f);

            // Use clock
            var clock = new Stopwatch();
            clock.Start();

            // Main loop
            RenderLoop.Run(form, () =>
            {
                var time = clock.ElapsedMilliseconds / 1000.0f;

                // Prepare matrices
                Vector3 cameraPosition = new Vector3(0, 3, 5.0f);
                Vector3 cameraLookAt = new Vector3(0, 2.0f, 0);

                //rotate camera
                Vector4 tempPos = Vector3.Transform(cameraPosition, Matrix.RotationY(0.2f * time));
                cameraPosition = new Vector3(tempPos.X, tempPos.Y, tempPos.Z);

                //calculate the view matrix 
                var view = Matrix.LookAtLH(cameraPosition, cameraLookAt, Vector3.UnitY);
                var viewProj = Matrix.Multiply(view, proj);

                // Clear views
                context.ClearDepthStencilView(depthView, DepthStencilClearFlags.Depth, 1.0f, 0);
                context.ClearRenderTargetView(renderView, Color.Black);

                // Update transformation matrices
                vsData.world = Matrix.Translation(0, -model.AABoxCentre.Y / 2, 0);
                vsData.worldView = vsData.world * view;
                vsData.worldViewProj = vsData.world * viewProj;

                //transpose matrices before sending them to the shader
                vsData.world.Transpose();
                vsData.worldView.Transpose();
                vsData.worldViewProj.Transpose();

                //update vertex shader constant buffer
                context.UpdateSubresource(ref vsData, vertexConstantBuffer);

                // Draw the cube
                model.Render(context);

                // Present
                swapChain.Present(0, PresentFlags.None);
            });

            // Release all resources
            model.Dispose();
            vertexShaderByteCode.Dispose();
            vertexShader.Dispose();
            pixelShaderByteCode.Dispose();
            pixelShader.Dispose();
            renderView.Dispose();
            backBuffer.Dispose();
            context.ClearState();
            context.Flush();
            device.Dispose();
            context.Dispose();
            swapChain.Dispose();
            factory.Dispose();
        }
예제 #20
0
        private static void Main()
        {
            // Form: the window in which we will show our application
            var form = new RenderForm("COMP30019 - Week 8");

            // SwapChain description: set up our double buffer
            var desc = new SwapChainDescription()
            {
                // We need one spare buffer here; if we needed more,
                // we could set a larger value
                BufferCount = 1,
                // Various properties of how the OS/Graphics card
                // will handle the window
                ModeDescription =
                    new ModeDescription(form.ClientSize.Width, form.ClientSize.Height,
                                        new Rational(60, 1), Format.R8G8B8A8_UNorm),
                IsWindowed = true,
                OutputHandle = form.Handle,
                SampleDescription = new SampleDescription(1, 0),
                SwapEffect = SwapEffect.Discard,
                Usage = Usage.RenderTargetOutput
            };

            // Used for debugging dispose object references
            Configuration.EnableObjectTracking = true;

            // Disable throws on shader compilation errors - hopefully
            // we won't have any of these! :)
            //Configuration.ThrowOnShaderCompileError = false;

            // Create Device and SwapChain
            Device device;
            SwapChain swapChain;
            Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, desc, out device, out swapChain);
            var context = device.ImmediateContext;

            // Compile Vertex and Pixel shaders, given in the accompanying
            // shader file
            var vertexShaderByteCode = ShaderBytecode.CompileFromFile("week8.fx", "VS", "vs_4_0");
            var vertexShader = new VertexShader(device, vertexShaderByteCode);

            var pixelShaderByteCode = ShaderBytecode.CompileFromFile("week8.fx", "PS", "ps_4_0");
            var pixelShader = new PixelShader(device, pixelShaderByteCode);

            var signature = ShaderSignature.GetInputSignature(vertexShaderByteCode);
            // Layout from VertexShader input signature: this tells the
            // program how to interpret the shader source code
            // Note that we need to keep track of the byte offset for each
            // element (RGBA*32 bits= 4*4 bytes= 16 bytes)
            var layout = new InputLayout(device, signature, new[]
                    {
                        new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
                        new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 16, 0),
                        new InputElement("NORMAL", 0, Format.R32G32B32A32_Float, 32, 0)
                    });

            // Create a set of variables for our objects
            // 8 vertices for the cube:
            Vector4 front_bottom_left = new Vector4(-1.0f, -1.0f, -1.0f, 1.0f);
            Vector4 front_top_left = new Vector4(-1.0f, 1.0f, -1.0f, 1.0f);
            Vector4 front_top_right = new Vector4(1.0f, 1.0f, -1.0f, 1.0f);
            Vector4 front_bottom_right = new Vector4(1.0f, -1.0f, -1.0f, 1.0f);
            Vector4 back_bottom_left = new Vector4(-1.0f, -1.0f, 1.0f, 1.0f);
            Vector4 back_bottom_right = new Vector4(1.0f, -1.0f, 1.0f, 1.0f);
            Vector4 back_top_left = new Vector4(-1.0f, 1.0f, 1.0f, 1.0f);
            Vector4 back_top_right = new Vector4(1.0f, 1.0f, 1.0f, 1.0f);
            // Colours:
            Vector4 red = new Vector4(1.0f, 0.0f, 0.0f, 1.0f);
            Vector4 green = new Vector4(0.0f, 1.0f, 0.0f, 1.0f);
            Vector4 blue = new Vector4(0.0f, 0.0f, 1.0f, 1.0f);
            Vector4 yellow = new Vector4(1.0f, 1.0f, 0.0f, 1.0f);
            Vector4 magenta = new Vector4(1.0f, 0.0f, 1.0f, 1.0f);
            Vector4 cyan = new Vector4(0.0f, 1.0f, 1.0f, 1.0f);
            // Normals:
            // *** These need to be calculated for each polygon (face) ***
            Vector4 top_normal = new Vector4(0.0f, 1.0f, 0.0f, 1.0f);
            Vector4 bottom_normal = new Vector4(0.0f, -1.0f, 0.0f, 1.0f);
            Vector4 left_normal = new Vector4(-1.0f, 0.0f, 0.0f, 1.0f);
            Vector4 right_normal = new Vector4(1.0f, 0.0f, 0.0f, 1.0f);
            Vector4 front_normal = new Vector4(0.0f, 0.0f, -1.0f, 1.0f);
            Vector4 back_normal = new Vector4(0.0f, 0.0f, 1.0f, 1.0f);

            //Funky Normals
            float oort = 1 / (float)Math.Sqrt(3);
            Vector4 ftr_normal = new Vector4(new Vector3( 1, 1,-1) * oort, 1);
            Vector4 btr_normal = new Vector4(new Vector3(1, 1, 1) * oort, 1);
            Vector4 btl_normal = new Vector4(new Vector3(-1, 1, 1) * oort, 1);
            Vector4 ftl_normal = new Vector4(new Vector3(-1, 1, -1) * oort, 1);
            Vector4 fbr_normal = new Vector4(new Vector3(1, -1, -1) * oort, 1);
            Vector4 bbr_normal = new Vector4(new Vector3(1, -1, 1) * oort, 1);
            Vector4 bbl_normal = new Vector4(new Vector3(-1, -1, 1) * oort, 1);
            Vector4 fbl_normal = new Vector4(new Vector3(-1, -1, -1) * oort, 1);

            // Instantiate Vertex buffer from vertex data
            var vertices = Buffer.Create(device, BindFlags.VertexBuffer, new[]
                                  {/*
                                      // Cube vertices:
                                      // Front face
                                      front_bottom_left, red, fbl_normal,
                                      front_top_left, red, ftl_normal,
                                      front_top_right, red, ftr_normal,
                                      front_bottom_left, red, fbl_normal,
                                      front_top_right, red, ftr_normal,
                                      front_bottom_right, red, fbr_normal,

                                      // Back face
                                      back_bottom_left, green, bbl_normal,
                                      back_top_right, green, btr_normal,
                                      back_top_left, green, btl_normal,
                                      back_bottom_left, green, bbl_normal,
                                      back_bottom_right, green, bbr_normal,
                                      back_top_right, green, btr_normal,

                                      // Top face
                                      front_top_left, blue, ftl_normal,
                                      back_top_left, blue, btl_normal,
                                      back_top_right, blue, btr_normal,
                                      front_top_left, blue, ftl_normal,
                                      back_top_right, blue, btr_normal,
                                      front_top_right, blue, ftr_normal,

                                      // Bottom face
                                      front_bottom_left, yellow, fbl_normal,
                                      back_bottom_right, yellow, bbr_normal,
                                      back_bottom_left, yellow, bbl_normal,
                                      front_bottom_left, yellow, fbl_normal,
                                      front_bottom_right, yellow, fbr_normal,
                                      back_bottom_right, yellow, bbr_normal,

                                      // Left face
                                      front_bottom_left, magenta, fbl_normal,
                                      back_bottom_left, magenta, bbl_normal,
                                      back_top_left, magenta, btl_normal,
                                      front_bottom_left, magenta, fbl_normal,
                                      back_top_left, magenta, btl_normal,
                                      front_top_left, magenta, ftl_normal,

                                      // Right face
                                      front_bottom_right, cyan, fbr_normal,
                                      back_top_right, cyan, btr_normal,
                                      back_bottom_right, cyan, bbr_normal,
                                      front_bottom_right, cyan, fbr_normal,
                                      front_top_right, cyan, ftr_normal,
                                      back_top_right, cyan, btr_normal,
                                      */

                                      // Cube vertices:
                                      // Front face
                                      front_bottom_left, red, front_normal,
                                      front_top_left, red, front_normal,
                                      front_top_right, red, front_normal,
                                      front_bottom_left, red, front_normal,
                                      front_top_right, red, front_normal,
                                      front_bottom_right, red, front_normal,

                                      // Back face
                                      back_bottom_left, green, back_normal,
                                      back_top_right, green, back_normal,
                                      back_top_left, green, back_normal,
                                      back_bottom_left, green, back_normal,
                                      back_bottom_right, green, back_normal,
                                      back_top_right, green, back_normal,

                                      // Top face
                                      front_top_left, blue, top_normal,
                                      back_top_left, blue, top_normal,
                                      back_top_right, blue, top_normal,
                                      front_top_left, blue, top_normal,
                                      back_top_right, blue, top_normal,
                                      front_top_right, blue, top_normal,

                                      // Bottom face
                                      front_bottom_left, yellow, bottom_normal,
                                      back_bottom_right, yellow, bottom_normal,
                                      back_bottom_left, yellow, bottom_normal,
                                      front_bottom_left, yellow, bottom_normal,
                                      front_bottom_right, yellow, bottom_normal,
                                      back_bottom_right, yellow, bottom_normal,

                                      // Left face
                                      front_bottom_left, magenta, left_normal,
                                      back_bottom_left, magenta, left_normal,
                                      back_top_left, magenta, left_normal,
                                      front_bottom_left, magenta, left_normal,
                                      back_top_left, magenta, left_normal,
                                      front_top_left, magenta, left_normal,

                                      // Right face
                                      front_bottom_right, cyan, right_normal,
                                      back_top_right, cyan, right_normal,
                                      back_bottom_right, cyan, right_normal,
                                      front_bottom_right, cyan, right_normal,
                                      front_top_right, cyan, right_normal,
                                      back_top_right, cyan, right_normal,

                            });

            // Create Constant Buffer: this is how we pass the relevant constant variables
            // (the projection matrix, light sources, etc.) to the shader
            var constantBuffer = new Buffer(device, Utilities.SizeOf<S_SHADER_GLOBALS>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);

            // Prepare all the stages:
            // Give the graphics card the shader structure
            context.InputAssembler.InputLayout = layout;
            // State how to interpret the vertices (in this case, as a
            // list of triangles
            context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            // Set up the relevant buffer to process the vertices
            // (primitives, fragments ...) using the shaders
            context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, Utilities.SizeOf<Vector4>() * 3, 0));
            context.VertexShader.SetConstantBuffer(0, constantBuffer);
            context.VertexShader.Set(vertexShader);
            context.PixelShader.Set(pixelShader);

            // Prepare matrices:
            // Here we have our "eye" - it has a position, the direction
            // that we're "looking" towards, and which direction is "up"
            // Note that LookAtLH wants a 3D vector, but our shader is going to want
            // a 4D vector (in homogeneous coordinates)
            Vector3 eyePos3 = new Vector3(200.0f, 100.0f, -5.0f);
            Vector4 eyePos4 = new Vector4(eyePos3, 1.0f);
            var view = Matrix.LookAtLH(eyePos3, new Vector3(200, 100, 0), Vector3.UnitY);
            // We'll just use the identity matrix as our projection matrix
            // for now - this would give us orthonormal projection, but
            // we'll recalculate it later
            Matrix proj = Matrix.Identity;

            // Use the clock
            var clock = new Stopwatch();
            clock.Start();

            // Declare texture for rendering (even though we aren't
            // using texture here :) ); we also set up our swap chain back buffer
            bool userResized = true;
            Texture2D backBuffer = null;
            RenderTargetView renderView = null;
            Texture2D depthBuffer = null;
            DepthStencilView depthView = null;

            // Set up the light, a grey ambient light and a white positional light
            // The positional light is currently located above and behind the cube
            // (because it's + in Y and + in Z)
            Vector4 lightAmbCol = new Vector4(0.0f, 0.0f, 0.0f, 1.0f);
            Vector4 lightPntCol = new Vector4(1.0f, 1.0f, 1.0f, 1.0f);
            Vector4 lightPntPos = new Vector4(200.0f, 100.0f, -10.0f, 1.0f);

            // Handle events where we resize our window
            form.UserResized += (sender, args) => userResized = true;

            // Main loop: render the objects for each frame of our scene
            RenderLoop.Run(form, () =>
            {
                // If the window was resized, we need to reorganise
                // various properties of the window (don't worry about
                // this right now)
                if (userResized)
                {
                    // Dispose all previous allocated resources
                    ComObject.Dispose(ref backBuffer);
                    ComObject.Dispose(ref renderView);
                    ComObject.Dispose(ref depthBuffer);
                    ComObject.Dispose(ref depthView);

                    // Resize the backbuffer
                    swapChain.ResizeBuffers(desc.BufferCount, form.ClientSize.Width, form.ClientSize.Height, Format.Unknown, SwapChainFlags.None);

                    // Get the backbuffer from the swapchain
                    backBuffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);

                    // Renderview on the backbuffer
                    renderView = new RenderTargetView(device, backBuffer);

                    // Create the depth buffer
                    depthBuffer = new Texture2D(device, new Texture2DDescription()
                    {
                        Format = Format.D32_Float_S8X24_UInt,
                        ArraySize = 1,
                        MipLevels = 1,
                        Width = form.ClientSize.Width,
                        Height = form.ClientSize.Height,
                        SampleDescription = new SampleDescription(1, 0),
                        Usage = ResourceUsage.Default,
                        BindFlags = BindFlags.DepthStencil,
                        CpuAccessFlags = CpuAccessFlags.None,
                        OptionFlags = ResourceOptionFlags.None
                    });

                    // Create the depth buffer view
                    depthView = new DepthStencilView(device, depthBuffer);

                    // Setup targets and viewport for rendering
                    context.Rasterizer.SetViewports(new Viewport(0, 0, form.ClientSize.Width, form.ClientSize.Height, 0.0f, 1.0f));
                    context.OutputMerger.SetTargets(depthView, renderView);

                    // Setup new projection matrix with correct aspect ratio
                    proj = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, form.ClientSize.Width / (float)form.ClientSize.Height, 0.1f, 100.0f);

                    // We are done resizing
                    userResized = false;
                }

                // Keep track of how much time has passed
                var time = clock.ElapsedMilliseconds / 1000.0f;

                // Combine the eye with the projection matrix so that we
                // can correctly transform co-ordinates into the frustum
                var viewProj = Matrix.Multiply(view, proj);

                // Clear views
                context.ClearDepthStencilView(depthView, DepthStencilClearFlags.Depth, 1.0f, 0);
                context.ClearRenderTargetView(renderView, new Color4(0.0f,0.0f,0.0f,1.0f));

                // Update WorldViewProj Matrix, to account for the scene
                // transformations according to the clock
                var world =
                    Matrix.RotationX(time * 0.2f) *
                    Matrix.RotationY(time * 0.5f) *
                    Matrix.RotationZ(time * 0.7f) *
                    Matrix.Translation(200, 100, 0);
                //var worldViewProj = Matrix.Identity;
                //worldViewProj *= viewProj;

                // Do some tricky matrix algebra so that we handle our
                // left-handed system properly
                world.Transpose();
                viewProj.Transpose();

                // Update our device handler with our struct containing all of the
                // constant variables for the shader
                // There are a couple of efficiency concerns here:
                // 1) We're creating a new variable every iteration through the render loop, and more importantly:
                // 2) We're updating all of the globals for every iteration through the render loop
                // Number (2) can mean that we're wasting a lot of effort re-writing variables to the graphics
                // card that haven't changed between iterations.
                S_SHADER_GLOBALS shaderGlobals = new S_SHADER_GLOBALS(eyePos4, lightAmbCol, lightPntPos, lightPntCol, world, viewProj);
                context.UpdateSubresource(ref shaderGlobals, constantBuffer);

                // Draw the cube
                context.Draw(36, 0);

                // Present! (Swap the buffers)
                swapChain.Present(0, PresentFlags.None);
            });
            // The main loop ends here - this means the window has been
            // closed, so the program can end

            // Release all resources
            signature.Dispose();
            vertexShaderByteCode.Dispose();
            vertexShader.Dispose();
            pixelShaderByteCode.Dispose();
            pixelShader.Dispose();
            vertices.Dispose();
            layout.Dispose();
            constantBuffer.Dispose();
            depthBuffer.Dispose();
            depthView.Dispose();
            renderView.Dispose();
            backBuffer.Dispose();
            context.ClearState();
            context.Flush();
            device.Dispose();
            context.Dispose();
            swapChain.Dispose();
        }