static void Main()
        {
            #region Direct3D Initialization
            // Create the window to render to
            Form1 form = new Form1();
            form.Text = "D3DRendering - Initialize D3D 11.1";
            form.Width = 640;
            form.Height = 480;

            // Create the device and swapchain
            Device1 device;
            SwapChain1 swapChain;

            // First create a regular D3D11 device
            using (
                var device11 = new Device(
                    SharpDX.Direct3D.DriverType.Hardware,
                    DeviceCreationFlags.None,
                    new [] {
                        SharpDX.Direct3D.FeatureLevel.Level_11_1,
                        SharpDX.Direct3D.FeatureLevel.Level_11_0,
                    }))
            {
                // Query device for the Device1 interface (ID3D11Device1)
                device = device11.QueryInterfaceOrNull<Device1>();

                if (device == null)
                    throw new NotSupportedException("SharpDX.Direct3D11.Device1 is not supported");
            }

            // Rather than create a new DXGI Factory we should reuse
            // the one that has been used internally to create the device
            using (var dxgi = device.QueryInterface<SharpDX.DXGI.Device2>())
            using (var adapter = dxgi.Adapter)
            using (var factory = adapter.GetParent<Factory2>())
            {
                var desc1 = new SwapChainDescription1()
                {
                    Width = form.ClientSize.Width,
                    Height = form.ClientSize.Height,
                    Format = Format.R8G8B8A8_UNorm,
                    Stereo = false,
                    SampleDescription = new SampleDescription(1, 0),
                    Usage = Usage.BackBuffer | Usage.RenderTargetOutput,
                    BufferCount = 1,
                    Scaling = Scaling.Stretch,
                    SwapEffect = SwapEffect.Discard,
                };

                swapChain = new SwapChain1(factory,
                    device,
                    form.Handle,
                    ref desc1,
                    new SwapChainFullScreenDescription()
                    {
                        RefreshRate = new Rational(60, 1),
                        Scaling = DisplayModeScaling.Centered,
                        Windowed = true
                    },
                    // Restrict output to specific Output (monitor)
                    null);
            }

            // Create references to backBuffer and renderTargetView
            var backBuffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
            var renderTargetView = new RenderTargetView(device, backBuffer);

            #endregion

            #region Render loop

            // Create Clock and FPS counters
            var clock = new System.Diagnostics.Stopwatch();
            var clockFrequency = (double)System.Diagnostics.Stopwatch.Frequency;
            clock.Start();
            var deltaTime = 0.0;
            var fpsTimer = new System.Diagnostics.Stopwatch();
            fpsTimer.Start();
            var fps = 0.0;
            int fpsFrames = 0;

            // Create and run the render loop
            RenderLoop.Run(form, () =>
            {
                // Time in seconds
                var totalSeconds = clock.ElapsedTicks / clockFrequency;

                #region FPS and title update
                fpsFrames++;
                if (fpsTimer.ElapsedMilliseconds > 1000)
                {
                    fps = 1000.0 * fpsFrames / fpsTimer.ElapsedMilliseconds;

                    // Update window title with FPS once every second
                    form.Text = string.Format("D3DRendering D3D11.1 - FPS: {0:F2} ({1:F2}ms/frame)", fps, (float)fpsTimer.ElapsedMilliseconds / fpsFrames);

                    // Restart the FPS counter
                    fpsTimer.Reset();
                    fpsTimer.Start();
                    fpsFrames = 0;
                }
                #endregion

                // Execute rendering commands here...
                device.ImmediateContext.ClearRenderTargetView(
                    renderTargetView,
                    Color.LightBlue);

                // Present the frame
                swapChain.Present(0, PresentFlags.None, new PresentParameters());

                // Determine the time it took to render the frame
                deltaTime = (clock.ElapsedTicks / clockFrequency) - totalSeconds;
            });
            #endregion

            #region Direct3D Cleanup

            // Release the device and any other resources created
            renderTargetView.Dispose();
            backBuffer.Dispose();
            device.Dispose();
            swapChain.Dispose();

            #endregion
        }
예제 #2
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        void ResizeSurface()
        {
            Math.Rectangle newBounds = surface.Bounds;
            SurfaceSize   = newBounds.Size;
            SurfaceBounds = newBounds;

            deviceContext.OutputMerger.ResetTargets();
            swapChain.ResizeBuffers(0, (int)newBounds.Width, (int)newBounds.Height, DXGI.Format.R8G8B8A8_UNorm, DXGI.SwapChainFlags.None);
            deviceContext.Rasterizer.SetViewport(0, 0, newBounds.Width, newBounds.Height);

            viewMatrix  = Matrix.Transpose(Matrix.Scaling(2f / newBounds.Width, -2f / newBounds.Height, 1));
            viewMatrix *= Matrix.Transpose(Matrix.Translation(-newBounds.Width / 2f, -newBounds.Height / 2f, 0));
            UpdateMatrixBuffer();

            depthStencilView?.Dispose();
            depthStencilBuffer?.Dispose();
            surfaceTarget?.Dispose();
            surfaceView?.Dispose();
            surfaceTexture?.Dispose();

            depthStencilBuffer = device.CreateDepthStencilBuffer((int)newBounds.Width, (int)newBounds.Height, sampleDescription, out depthStencilView);
            surfaceTexture     = device.CreateSurface((int)newBounds.Width, (int)newBounds.Height, sampleDescription, out surfaceTarget);
            deviceContext.OutputMerger.SetTargets(depthStencilView, surfaceTarget);
            surfaceView = new D3D11.ShaderResourceView(device, surfaceTexture);
        }
예제 #3
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        /// <summary>
        /// Releases unmanaged and - optionally - managed resources.
        /// </summary>
        /// <param name="disposing"><c>true</c> to release both managed and unmanaged resources; <c>false</c> to release only unmanaged resources.</param>
        protected virtual void Dispose(bool disposing)
        {
            if (!disposed)
            {
                if (disposing)                 //Managed here
                {
                    if (d3dRenderTarget != null)
                    {
                        d3dRenderTarget.Dispose();
                    }
                    if (d3dDepthStencil != null)
                    {
                        d3dDepthStencil.Dispose();
                    }
                    if (swapChain != null)
                    {
                        swapChain.Dispose();
                    }
                    if (d3dDevice != null)
                    {
                        d3dDevice.Dispose();
                    }
                    if (d3dContext != null)
                    {
                        d3dContext.Dispose();
                    }
                }
                //Unmanaged here

                disposed = true;
            }
        }
예제 #4
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        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();
        }
 internal void ReleaseDevices()
 {
     IsRendererSuppressed = true;
     RenderTarget.Dispose();
     Backbuffer.Dispose();
     RenderTargetSurface.Dispose();
     RenderTargetView.Dispose();
     D2DDeviceContext.Dispose();
     D2DDevice.Dispose();
     D2DFactory.Dispose();
     DXGIDevice.Dispose();
     D3DDevice.Dispose();
     D3DDefaultDevice.Dispose();
     SwapChain.Dispose();
     SwapChain           = null;
     RenderTarget        = null;
     RenderTargetSurface = null;
     Backbuffer          = null;
     RenderTargetView    = null;
     D2DDeviceContext    = null;
     D2DFactory          = null;
     D2DDevice           = null;
     DXGIDevice          = null;
     D3DDevice           = null;
     D3DDefaultDevice    = null;
 }
예제 #6
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        //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 #7
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 public void Dispose()
 {
     renderTargetView?.Dispose();
     depthStencilView?.Dispose();
     renderTargetResource?.Dispose();
     depthStencilResource?.Dispose();
 }
예제 #8
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파일: Game.cs 프로젝트: AT90S8515/PCS5
 public void Dispose()
 {
     renderTargetView.Dispose();
     swapChain.Dispose();
     d3dDevice.Dispose();
     d3dDeviceContext.Dispose();
     renderControl1.Dispose();
 }
예제 #9
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 private void Cleanup()
 {
     _framePool?.Dispose();
     _session?.Dispose();
     if (_captureItem != null)
     {
         _captureItem.Closed -= OnClosed;
     }
     _captureItem = null;
     _device      = null;
     _d3dDevice   = null;
     _composeTexture?.Dispose();
     _composeTexture = null;
     _composeRenderTargetView?.Dispose();
     _composeRenderTargetView = null;
     _currentFrame?.Dispose();
 }
예제 #10
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        public Bitmap CaptureAndProcess(ModernCaptureItemDescription itemDescription)
        {
            // Assuming old texture is already disposed
            description = itemDescription;

            // Initialize DirectX context (for the canvas)
            textureSDRImage = new D3D11.Texture2D(d3dDevice, new D3D11.Texture2DDescription
            {
                Width             = description.CanvasRect.Width,
                Height            = description.CanvasRect.Height,
                MipLevels         = 1,
                ArraySize         = 1,
                Format            = DXGI.Format.B8G8R8A8_UNorm_SRgb,
                Usage             = D3D11.ResourceUsage.Default,
                SampleDescription = new DXGI.SampleDescription(1, 0),
                BindFlags         = D3D11.BindFlags.RenderTarget,
                CpuAccessFlags    = D3D11.CpuAccessFlags.None,
                OptionFlags       = D3D11.ResourceOptionFlags.None,
            });
            rtvSdrTexture = new D3D11.RenderTargetView(d3dDevice, textureSDRImage);

            d3dContext.Rasterizer.SetViewport(new Viewport(0, 0, description.CanvasRect.Width, description.CanvasRect.Height));
            d3dContext.OutputMerger.SetRenderTargets(rtvSdrTexture);
            d3dContext.ClearRenderTargetView(rtvSdrTexture, new SharpDX.Mathematics.Interop.RawColor4 {
                A = 0.0f, B = 0.0f, G = 0.0f, R = 0.0f
            });

            foreach (var item in description.Regions)
            {
                using (var session = new ModernCaptureMonitorSession(wrtD3D11Device, item))
                {
                    Direct3D11CaptureFrame f;
                    currentSession = session;
                    session.Session.StartCapture();
                    while ((f = session.FramePool.TryGetNextFrame()) == null)
                    {
                        Thread.Sleep(1);
                    }
                    ProcessFrame(f);
                    f.Dispose();
                }
            }

            // Process final 8-bit bitmap
            var gdiPlusBitmap = new Bitmap(DumpAndSaveImage());

            rtvSdrTexture.Dispose();
            textureSDRImage.Dispose();
            description = null;

#if DEBUG
            System.Diagnostics.Debug.WriteLine(SharpDX.Diagnostics.ObjectTracker.ReportActiveObjects());
#endif
            return(gdiPlusBitmap);
        }
예제 #11
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 private void DisposeDirectXResources()
 {
     _textFormat.Dispose();
     _dwFactory.Dispose();
     _renderTarget.Dispose();
     _renderTargetView.Dispose();
     _d2DFactory.Dispose();
     _swapChain.Dispose();
     _d3DDeviceContext.Dispose();
     _d3DDevice.Dispose();
 }
예제 #12
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 public void Dispose()
 {
     inputLayout.Dispose();
     inputSignature.Dispose();
     triangleVertexBuffer.Dispose();
     vertexShader.Dispose();
     pixelShader.Dispose();
     renderTargetView.Dispose();
     swapChain.Dispose();
     d3dDevice.Dispose();
     d3dDeviceContext.Dispose();
     renderForm.Dispose();
 }
예제 #13
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 public void Dispose()
 {
     _inputLayout.Dispose();
     _inputSignature.Dispose();
     _triangleVertexBuffer.Dispose();
     _vertexShader.Dispose();
     _pixelShader.Dispose();
     _renderTargetView.Dispose();
     _swapChain.Dispose();
     _d3DDevice.Dispose();
     _d3DDeviceContext.Dispose();
     _renderForm.Dispose();
 }
예제 #14
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        // Called when render form is resized by the user
        // Based on: https://stackoverflow.com/questions/18658508/sharpdx-windowresize
        private void OnRenderFormResize(object sender, EventArgs args)
        {
            // Unbind everything
            d3dDevice.ImmediateContext.ClearState();

            // Dispose of the old render target view
            if (renderTargetView != null)
            {
                renderTargetView.Dispose();
            }

            // Set the new width and height
            Width  = renderForm.ClientSize.Width;
            Height = renderForm.ClientSize.Height;

            // Resize the swap chain
            swapChain.ResizeBuffers(1, Width, Height, Format.R8G8B8A8_UNorm, SwapChainFlags.AllowModeSwitch);

            // Initialize the back buffer
            InitializeBackBuffer();

            // Setup the viewport with the new width and height settings
            InitializeViewport();

            // Enable alpha blending
            EnableAlphaBlending();

            // Enable depth test
            EnableDepthTest();

            // Create the orthographic projection matrix
            InitializeProjectionMatrix();

            // Notify the gui if there is one
            if (gui != null)
            {
                gui.OnRenderFormResize();
            }
        }
예제 #15
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 /// <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 #16
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 public void Dispose()
 {
     if (!Initialized)
     {
         return;
     }
     vertexShader.Dispose();
     pixelShader.Dispose();
     inputLayout.Dispose();
     renderTargetView.Dispose();
     swapChain.Dispose();
     d3dDevice.Dispose();
     d3dDeviceContext.Dispose();
     Fonts.Dispose();
 }
예제 #17
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        public void Dispose()
        {
            rtvSdrTexture?.Dispose();
            textureSDRImage?.Dispose();

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

            wrtD3D11Device.Dispose();
            d3dDevice.Dispose();
            wicFactory.Dispose();
        }
예제 #18
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        public void Resize(int width, int height)
        {
            if (width != _width || height != _height)
            {
                if (_rtv != null)
                {
                    _rtv.Dispose();
                    _rtv = null;
                }

                if (_swap != null)
                {
                    _swap.ResizeBuffers(2, width, height, Format.B8G8R8A8_UNorm, SwapChainFlags.None);
                    _width  = width;
                    _height = height;
                }
                else
                {
                    InitSwapChain(width, height);
                    SetChainToPanel();
                }
                RetrieveSetBuffers();
            }
        }
예제 #19
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        /// <summary>
        /// Function to clean up the render target view.
        /// </summary>
        protected override void OnCleanUp()
        {
            if (D3DView == null)
            {
                return;
            }

            Resource.Graphics.Output.Unbind(this);

            Gorgon.Log.Print("Destroying render target view for {0}.",
                             LoggingLevel.Verbose,
                             Resource.Name);
            D3DView.Dispose();
            D3DView = null;
        }
예제 #20
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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 #21
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 private void disposeResources()
 {
     if (renderTarget != null)
     {
         renderTarget.Dispose();
     }
     if (swapChain != null)
     {
         swapChain.Dispose();
     }
     if (backbufferView != null)
     {
         backbufferView.Dispose();
     }
     if (backbuffer != null)
     {
         backbuffer.Dispose();
     }
 }
예제 #22
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 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 #23
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        protected void DisposeDirectXResources()
        {
            PreDestroyDirectXResources();
            SharedBrush.Dispose();
            BackgroundBrush.Dispose();
            ForegroundBrush.Dispose();
            CorrectColorBrush.Dispose();
            WrongColorBrush.Dispose();

            InputTextFormat.Dispose();
            ButtonLabelTextFormat.Dispose();
            SubtitleTextFormat.Dispose();
            CueTextFormat.Dispose();

            DwFactory.Dispose();
            RenderTarget.Dispose();
            RenderTargetView.Dispose();
            D2DFactory.Dispose();
            SwapChain.Dispose();
            D3DDeviceContext.Dispose();
            D3DDevice.Dispose();
        }
        static void Main()
        {
            // Enable object tracking
            SharpDX.Configuration.EnableObjectTracking = true;

            #region Direct3D Initialization
            // Create the window to render to
            Form1 form = new Form1();
            form.Text = "D3DRendering - Debugging";
            form.Width = 640;
            form.Height = 480;

            // Create the device and swapchain
            Device device;
            SwapChain swapChain;

            Device.CreateWithSwapChain(
                SharpDX.Direct3D.DriverType.Hardware,
                // Enable Device debug layer
                DeviceCreationFlags.Debug,
                new[] {
                    SharpDX.Direct3D.FeatureLevel.Level_11_1,
                    SharpDX.Direct3D.FeatureLevel.Level_11_0,
                    SharpDX.Direct3D.FeatureLevel.Level_10_1,
                    SharpDX.Direct3D.FeatureLevel.Level_10_0,
                },
                new SwapChainDescription()
                {
                    ModeDescription =
                        new ModeDescription(
                            form.ClientSize.Width,
                            form.ClientSize.Height,
                            new Rational(60, 1),
                            Format.R8G8B8A8_UNorm
                        ),
                    SampleDescription = new SampleDescription(1, 0),
                    Usage = SharpDX.DXGI.Usage.BackBuffer | Usage.RenderTargetOutput,
                    BufferCount = 1,
                    Flags = SwapChainFlags.None,
                    IsWindowed = true,
                    OutputHandle = form.Handle,
                    SwapEffect = SwapEffect.Discard,
                },
                out device, out swapChain
            );

            // Create references to backBuffer and renderTargetView
            var backBuffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
            var renderTargetView = new RenderTargetView(device, backBuffer);

            #endregion

            // Setup object debug names
            device.DebugName = "The Device";
            swapChain.DebugName = "The SwapChain";
            backBuffer.DebugName = "The Backbuffer";
            renderTargetView.DebugName = "The RenderTargetView";

            #region Render loop

            // Create and run the render loop
            RenderLoop.Run(form, () =>
            {
                // Execute rendering commands here...
                device.ImmediateContext.ClearRenderTargetView(
                    renderTargetView,
                    Color.LightBlue);

                //System.Diagnostics.Debug.Write(
                //   SharpDX.Diagnostics.ObjectTracker.ReportActiveObjects());
                // This is a deliberate invalid call to Present
                //swapChain.Present(0, PresentFlags.RestrictToOutput);

                // Present the frame
                swapChain.Present(0, PresentFlags.None);
            });
            #endregion

            #region Direct3D Cleanup

            // Release the device and any other resources created
            renderTargetView.Dispose();
            backBuffer.Dispose();
            device.Dispose();
            swapChain.Dispose();

            #endregion
        }
예제 #25
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();
        }
        static void Main()
        {
            #region Direct3D Initialization
            // Create the window to render to
            Form1 form = new Form1();
            form.Text = "D3DRendering - EmptyProject";
            form.Width = 640;
            form.Height = 480;

            // Create the device and swapchain
            Device device;
            SwapChain swapChain;

            Device.CreateWithSwapChain(
                SharpDX.Direct3D.DriverType.Hardware,
                DeviceCreationFlags.None,
                new [] {
                    SharpDX.Direct3D.FeatureLevel.Level_11_1,
                    SharpDX.Direct3D.FeatureLevel.Level_11_0,
                    SharpDX.Direct3D.FeatureLevel.Level_10_1,
                    SharpDX.Direct3D.FeatureLevel.Level_10_0,
                },
                new SwapChainDescription()
                {
                    ModeDescription =
                        new ModeDescription(
                            form.ClientSize.Width,
                            form.ClientSize.Height,
                            new Rational(60, 1),
                            Format.R8G8B8A8_UNorm
                        ),
                    SampleDescription = new SampleDescription(1, 0),
                    Usage = SharpDX.DXGI.Usage.BackBuffer | Usage.RenderTargetOutput,
                    BufferCount = 1,
                    Flags = SwapChainFlags.None,
                    IsWindowed = true,
                    OutputHandle = form.Handle,
                    SwapEffect = SwapEffect.Discard,
                },
                out device, out swapChain
            );

            // Create references to backBuffer and renderTargetView
            var backBuffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
            var renderTargetView = new RenderTargetView(device, backBuffer);

            #endregion

            #region Render loop

            // Create Clock and FPS counters
            var clock = new System.Diagnostics.Stopwatch();
            var clockFrequency = (double)System.Diagnostics.Stopwatch.Frequency;
            clock.Start();
            var deltaTime = 0.0;
            var fpsTimer = new System.Diagnostics.Stopwatch();
            fpsTimer.Start();
            var fps = 0.0;
            int fpsFrames = 0;

            // Create and run the render loop
            RenderLoop.Run(form, () =>
            {
                // Time in seconds
                var totalSeconds = clock.ElapsedTicks / clockFrequency;

                #region FPS and title update
                fpsFrames++;
                if (fpsTimer.ElapsedMilliseconds > 1000)
                {
                    fps = 1000.0 * fpsFrames / fpsTimer.ElapsedMilliseconds;

                    // Update window title with FPS once every second
                    form.Text = string.Format("D3DRendering - FPS: {0:F2} ({1:F2}ms/frame)", fps, (float)fpsTimer.ElapsedMilliseconds / fpsFrames);

                    // Restart the FPS counter
                    fpsTimer.Reset();
                    fpsTimer.Start();
                    fpsFrames = 0;
                }
                #endregion

                // Execute rendering commands here...
                device.ImmediateContext.ClearRenderTargetView(
                    renderTargetView,
                    Color.LightBlue);

                // Present the frame
                swapChain.Present(0, PresentFlags.None);

                // Determine the time it took to render the frame
                deltaTime = (clock.ElapsedTicks / clockFrequency) - totalSeconds;
            });
            #endregion

            #region Direct3D Cleanup

            // Release the device and any other resources created
            renderTargetView.Dispose();
            backBuffer.Dispose();
            device.Dispose();
            swapChain.Dispose();

            #endregion
        }
예제 #27
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 #28
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 #29
0
        private static void Main()
        {
            var form = new RenderForm("SharpDX - MiniTri Direct3D 11 Sample using Effects11 system");

            Configuration.EnableObjectTracking = true;

            // 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 effectByteCode = ShaderBytecode.CompileFromFile("MiniTri.fx", "fx_5_0", ShaderFlags.None, EffectFlags.None);
            var effect = new Effect(device, effectByteCode);
            var technique = effect.GetTechniqueByIndex(0);
            var pass = technique.GetPassByIndex(0);

            // Layout from VertexShader input signature
            var passSignature = pass.Description.Signature;
            var layout = new InputLayout(device, passSignature, new[]
                                                                                 {
                                                                                     new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
                                                                                     new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 16, 0)
                                                                                 });
            // Instantiate Vertex buffer 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.Rasterizer.SetViewport(new Viewport(0, 0, form.ClientSize.Width, form.ClientSize.Height, 0.0f, 1.0f));
            context.OutputMerger.SetTargets(renderView);

            // Main loop
            RenderLoop.Run(form, () =>
            {
                context.ClearRenderTargetView(renderView, Color.Black);
                for (int i = 0; i < technique.Description.PassCount; ++i)
                {
                    pass.Apply(context);
                    context.Draw(3, 0);
                }
                swapChain.Present(0, PresentFlags.None);
            });

            // Release all resources
            passSignature.Dispose();
            effect.Dispose();
            effectByteCode.Dispose();
            vertices.Dispose();
            layout.Dispose();
            renderView.Dispose();
            backBuffer.Dispose();
            device.Dispose();
            swapChain.Dispose();
            factory.Dispose();
        }
예제 #30
0
        private static void Main()
        {
            var form = new RenderForm("SharpDX - MiniTri Direct2D - Direct3D 10 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.BgraSupport, new SharpDX.Direct3D.FeatureLevel[] { SharpDX.Direct3D.FeatureLevel.Level_10_0 }, desc, out device, out swapChain);

            var d2dFactory = new SharpDX.Direct2D1.Factory();

            int width = form.ClientSize.Width;
            int height = form.ClientSize.Height;

            var rectangleGeometry = new RoundedRectangleGeometry(d2dFactory, new RoundedRectangle() { RadiusX = 32, RadiusY = 32, Rect = new RectangleF(128, 128, width - 128 * 2, height-128 * 2) });

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

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

            Surface surface = backBuffer.QueryInterface<Surface>();


            var d2dRenderTarget = new RenderTarget(d2dFactory, surface,
                                                            new RenderTargetProperties(new PixelFormat(Format.Unknown, AlphaMode.Premultiplied)));

            var solidColorBrush = new SolidColorBrush(d2dRenderTarget, Color.White);

            Stopwatch stopwatch = new Stopwatch();
            stopwatch.Start();

            // Main loop
            RenderLoop.Run(form, () =>
                                      {
                                          d2dRenderTarget.BeginDraw();
                                          d2dRenderTarget.Clear(Color.Black);
                                          solidColorBrush.Color = new Color4(1, 1, 1, (float)Math.Abs(Math.Cos(stopwatch.ElapsedMilliseconds * .001)));
                                          d2dRenderTarget.FillGeometry(rectangleGeometry, solidColorBrush, null);
                                          d2dRenderTarget.EndDraw();

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

            // Release all resources
            renderView.Dispose();
            backBuffer.Dispose();
            device.ImmediateContext.ClearState();
            device.ImmediateContext.Flush();
            device.Dispose();
            device.Dispose();
            swapChain.Dispose();
            factory.Dispose();
        }
예제 #31
0
        static void Main()
        {
            var form = new RenderForm("FUN STUFF PHYSXS");

            // 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.BgraSupport, new SharpDX.Direct3D.FeatureLevel[] { SharpDX.Direct3D.FeatureLevel.Level_10_0 }, desc, out device, out swapChain);

            var d2dFactory = new SharpDX.Direct2D1.Factory();

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

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

            Surface surface = backBuffer.QueryInterface<Surface>();

            var d2dRenderTarget = new RenderTarget(d2dFactory, surface,
                                                            new RenderTargetProperties(new PixelFormat(Format.Unknown, AlphaMode.Premultiplied)));

            var solidColorBrush = new SolidColorBrush(d2dRenderTarget, Color.White);

            var sim = new Simulation();

            // Main loop
            RenderLoop.Run(form, () =>
                                      {
                                          d2dRenderTarget.BeginDraw();

                                          int width = form.ClientSize.Width;
                                          int height = form.ClientSize.Height;
                                          var simScaleX = sim.SimBounds.MaxX - sim.SimBounds.MinX;
                                          var simScaleY = sim.SimBounds.MaxY - sim.SimBounds.MinY;
                                          var viewScaleX = sim.ViewBounds.MaxX - sim.ViewBounds.MinX;
                                          var viewScaleY = sim.ViewBounds.MaxY - sim.ViewBounds.MinY;

                                          d2dRenderTarget.Clear(Color.Black);
                                          foreach (Body body in sim.State)
                                          {
                                              var x = Convert.ToSingle((body.Pos.X - sim.SimBounds.MinX) * width / simScaleX);
                                              var y = Convert.ToSingle((body.Pos.Y - sim.SimBounds.MinY) * height / simScaleY);
                                              var xRad = Convert.ToSingle((body.Radius) * width / viewScaleX);
                                              var yRad = Convert.ToSingle((body.Radius) * height / viewScaleY);
                                              var elipse = new EllipseGeometry(d2dFactory, new Ellipse(new Vector2(x, y), xRad, yRad));
                                              d2dRenderTarget.FillGeometry(elipse, solidColorBrush, null);
                                          }

                                          d2dRenderTarget.EndDraw();

                                          sim.Step();
                                          swapChain.Present(0, PresentFlags.None);
                                      });

            // Release all resources
            renderView.Dispose();
            backBuffer.Dispose();
            device.ImmediateContext.ClearState();
            device.ImmediateContext.Flush();
            device.Dispose();
            device.Dispose();
            swapChain.Dispose();
            factory.Dispose();
        }
예제 #32
0
        private static void Main()
        {
            var form = new RenderForm("SharpDX - MiniTri Direct3D 11 Sample");

            // SwapChain description
            var desc = new SwapChainDescription()
                           {
                               BufferCount = 3,
                               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.Sequential,
                               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);

            Texture2DDescription depthBufferDesc;
            depthBufferDesc.Width = form.Width;
            depthBufferDesc.Height = form.Height;
            depthBufferDesc.MipLevels = 1;
            depthBufferDesc.ArraySize = 1;
            depthBufferDesc.Format = Format.D24_UNorm_S8_UInt;
            depthBufferDesc.SampleDescription.Count = 1;
            depthBufferDesc.SampleDescription.Quality = 0;
            depthBufferDesc.Usage = ResourceUsage.Default;
            depthBufferDesc.BindFlags = BindFlags.DepthStencil;
            depthBufferDesc.CpuAccessFlags = CpuAccessFlags.None ;
            depthBufferDesc.OptionFlags = ResourceOptionFlags.None;

            Texture2D DepthStencilTexture = new Texture2D(device, depthBufferDesc);

            DepthStencilViewDescription depthStencilViewDesc = new DepthStencilViewDescription();
            depthStencilViewDesc.Format = Format.D24_UNorm_S8_UInt;
            depthStencilViewDesc.Dimension =  DepthStencilViewDimension.Texture2D;
            depthStencilViewDesc.Texture2D.MipSlice = 0;
            DepthStencilView depthStencilView = new DepthStencilView(device, DepthStencilTexture, depthStencilViewDesc);
            context.OutputMerger.SetTargets(depthStencilView,renderView);

            DepthStencilStateDescription depthDesc = new DepthStencilStateDescription()
            {
                IsDepthEnabled = true,
                IsStencilEnabled = false,
                DepthWriteMask = DepthWriteMask.All,
                DepthComparison = Comparison.Less
            };
            DepthStencilState depthStencilState = new DepthStencilState(device, depthDesc);

            RasterizerStateDescription rasdesc = new RasterizerStateDescription()
            {
                CullMode = CullMode.None,
                FillMode = FillMode.Solid,
                IsFrontCounterClockwise = true,
                DepthBias = 0,
                DepthBiasClamp = 0,
                SlopeScaledDepthBias = 0,
                IsDepthClipEnabled = true,
                IsMultisampleEnabled =true,
            };
            context.Rasterizer.State = new RasterizerState(device, rasdesc);

            //////////////////////////////

            var flags = (ppsteps |
                aiPostProcessSteps.aiProcess_GenSmoothNormals | // generate smooth normal vectors if not existing
                aiPostProcessSteps.aiProcess_SplitLargeMeshes | // split large, unrenderable meshes into submeshes
                aiPostProcessSteps.aiProcess_Triangulate | // triangulate polygons with more than 3 edges
                aiPostProcessSteps.aiProcess_ConvertToLeftHanded | // convert everything to D3D left handed space
                aiPostProcessSteps.aiProcess_SortByPType | // make 'clean' meshes which consist of a single typ of primitives
                (aiPostProcessSteps)0);

            // default model
            var path = @"jeep1.ms3d";

            Importer importer = new Importer();

            //var path = "man.3ds";
            aiScene scene = importer.ReadFile(path, flags);
            String directory = null;
            if (scene != null)
            {
                directory = Path.GetDirectoryName(path);
            }
            else
            {
                MessageBox.Show("Failed to open file: " + path + ". Either Assimp screwed up or the path is not valid.");
                Application.Exit();
            }

            SceneLoader SceneLoader = new SceneLoader();
            List<model> models = new List<model>();
            for (int i = 0; i < scene.mNumMeshes; i++)
            {
                models.Add(SceneLoader.CreateMesh(device, scene.mMeshes[i], scene.mMaterials,directory));
            }

            //////////////////////////////

            // Compile Vertex and Pixel shaders
            var effectByteCode = ShaderBytecode.CompileFromFile("MiniTri.fx", "fx_5_0", ShaderFlags.None, EffectFlags.None);
            var effect = new Effect(device, effectByteCode);
            var technique = effect.GetTechniqueByIndex(0);
            var pass = technique.GetPassByIndex(0);

            // Layout from VertexShader input signature
            var passSignature = pass.Description.Signature;

            // Layout from VertexShader input signature
            var layout = new InputLayout(
                device,
                passSignature,
                new[]
                    {
                        new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0),
                        new InputElement("TEXCOORD", 0, Format.R32G32_Float, 12, 0)
                    });

            // Prepare All the stages
            context.Rasterizer.SetViewports(new Viewport(0, 0, form.ClientSize.Width, form.ClientSize.Height, 0.0f, 1.0f));
            context.OutputMerger.DepthStencilState = depthStencilState;

            Input input = new Input(form);
            //FreeLook FreeLook = new SharpExamples.FreeLook(input, (float)form.Width / (float)form.Height);
            CameraFirstPerson FreeLook = new CameraFirstPerson(input, 0, 0, Vector3.Zero, form.Width, form.Height);
            //FreeLook.SetEyeTarget(new Vector3(300), Vector3.Zero);
            Clock Clock = new SharpExamples.Clock();
            Clock.Start();

            effect.GetVariableByName("projection").AsMatrix().SetMatrix(FreeLook.Projection);

            // Main loop
            RenderLoop.Run(form, () =>
                                      {
                                          foreach (var item in models)
                                          {
                                                context.InputAssembler.InputLayout = layout;
                                                context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
                                                int SizeInBytes = Marshal.SizeOf(typeof(VertexPostitionTexture));
                                                context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(item.vertex, SizeInBytes, 0));
                                                context.InputAssembler.SetIndexBuffer(item.indices, Format.R32_UInt, 0);

                                                float elapsed = Clock.Update();
                                                FreeLook.Update(elapsed);

                                                effect.GetVariableByName("view").AsMatrix().SetMatrix(FreeLook.View);
                                                effect.GetVariableByName("World").AsMatrix().SetMatrix(Matrix.Scaling(5));
                                                effect.GetVariableByName("tex0").AsShaderResource().SetResource(item.ShaderResourceView);
                                                context.ClearRenderTargetView(renderView, Colors.Black);
                                                context.ClearDepthStencilView(depthStencilView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1, 0);

                                                for (int i = 0; i < technique.Description.PassCount; ++i)
                                                {
                                                    pass.Apply(context);
                                                    context.DrawIndexed(item.numberIndices, 0, 0);
                                                }
                                                swapChain.Present(0, PresentFlags.None);
                                          }

                                      });

            // Release all resources
            foreach (var item in models)
            {
                item.vertex.Dispose();
                item.indices.Dispose();
                item.ShaderResourceView.Dispose();
            }

            layout.Dispose();
            renderView.Dispose();
            backBuffer.Dispose();
            context.ClearState();
            context.Flush();
            device.Dispose();
            context.Dispose();
            swapChain.Dispose();
            factory.Dispose();
        }