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(); }
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(); }