예제 #1
0
        public VertexBuffer(Vertex[] data)
        {
            this.data = new Vertex[data.Count()];

            for (int i = 0; i < data.Count(); i++ )
            {
                Vertex v = data[i];
                Vertex newV = new Vertex();
                newV.pos = v.pos;
                newV.normal = v.normal;
                newV.color = v.color;
                newV.uv = v.uv;
                this.data[i] = newV;
            }
        }
예제 #2
0
        public List<Pass.PassData> PaserObj(string objName)
        {
            List<Pass.PassData> datalist = new List<Pass.PassData>();
            Dictionary<string, Material> matDic = new Dictionary<string,Material>();

            foreach (string line in System.IO.File.ReadAllLines(objName))
            {
                if (line.StartsWith("mtllib"))
                {
                    string matLibName = line.Substring(7);
                    matDic = parseMat("media/" + matLibName);
                }
                else if (line.StartsWith("vt"))
                {
                    string[] tempAry = line.Split(new char[1] { ' ' });
                    tempAry = Array.FindAll<string>(tempAry, x =>
                        {
                            float temp;
                            return float.TryParse(x, out temp);
                        });
                    SlimDX.Vector2 uv = new SlimDX.Vector2();
                    uv.X = System.Convert.ToSingle(tempAry[0]);
                    uv.Y = 1.0f - System.Convert.ToSingle(tempAry[1]);

                    uvList.Add(uv);
                }
                else if (line.StartsWith("vn"))
                {
                    string[] tempAry = line.Split(new char[1] { ' ' });
                    tempAry = Array.FindAll<string>(tempAry, x =>
                        {
                            float temp;
                            return float.TryParse(x, out temp);
                        });
                    SlimDX.Vector4 normal = new SlimDX.Vector4();
                    normal.X = System.Convert.ToSingle(tempAry[0]);
                    normal.Y = System.Convert.ToSingle(tempAry[1]);
                    normal.Z = System.Convert.ToSingle(tempAry[2])-1.0f;

                    normalList.Add(normal);
                }
                else if (line.StartsWith("v"))
                {
                    string[] tempAry = line.Split(new char[1] { ' ' });
                    tempAry = Array.FindAll<string>(tempAry, x =>
                        {
                            float temp;
                            return float.TryParse(x, out temp);
                        });
                    SlimDX.Vector4 pos = new SlimDX.Vector4();
                    pos.X = System.Convert.ToSingle(tempAry[0]);
                    pos.Y = System.Convert.ToSingle(tempAry[1]);
                    pos.Z = System.Convert.ToSingle(tempAry[2])*(-1.0f);
                    pos.W = 1.0f;

                    posList.Add(pos);
                }
            }

            List<Vertex> vertexList = new List<Vertex>();
            List<int[]> triangleIndexList = new List<int[]>();
            Material m = null;
            Pass.PassData data = null;

            Dictionary<string, int> cache = new Dictionary<string, int>();

            int dataCount = 0;
            foreach (string line in System.IO.File.ReadAllLines(objName))
            {
                if (line.StartsWith("usemtl"))
                {
                    if (data != null)
                    {
                        data.triangleIndexs = triangleIndexList;
                        data.vertexs = vertexList.ToArray();
                        data.materail = m;
                        datalist.Add(data);
                        dataCount++;
                        System.Console.WriteLine(dataCount);
                    }
                    data = new Pass.PassData();
                    string[] tempAry = line.Split(new char[1] { ' ' });
                    string matName = tempAry[1];
                    m = matDic[matName];
                    vertexList = new List<Vertex>();
                    triangleIndexList = new List<int[]>();

                    cache.Clear();
                }
                else if (line.StartsWith("f"))
                {
                    string[] tempAry = line.Split(new char[1] { ' ' });

                    int[] indexs = new int[3];

                    for (int i=3; i>=1; i--)
                    {
                        string s = tempAry[i];
                        if (string.IsNullOrWhiteSpace(s) || string.IsNullOrEmpty(s))
                            continue;

                        string[] IndexAry = s.Split(new char[1] { '/' });
                        if (IndexAry.Length == 1)
                        {
                            int posIndex = Convert.ToInt32(IndexAry[0]) - 1;
                            string cacheString = "pos" + posIndex.ToString();
                            if (cache.ContainsKey(cacheString))
                            {
                                int index = cache[cacheString];
                                indexs[i] = index;
                            }
                            else
                            {
                                Vertex newVertex = new Vertex();
                                newVertex.pos = posList[posIndex];
                                vertexList.Add(newVertex);
                                indexs[i] = vertexList.Count - 1;
                                cache[cacheString] = vertexList.Count - 1;
                            }
                            //triangleIndexList.Add(indexs);
                        }
                        else if (IndexAry.Length == 2)
                        {
                            int posIndex = Convert.ToInt32(IndexAry[0]) - 1;
                            int uvIndex = Convert.ToInt32(IndexAry[1]) - 1;
                            string cacheString = "pos" + posIndex.ToString() + "uv" + uvIndex.ToString();
                            if (cache.ContainsKey(cacheString))
                            {
                                int index = cache[cacheString];
                                indexs[i] = index;
                            }
                            else
                            {
                                Vertex newVertex = new Vertex();
                                newVertex.pos = posList[posIndex];
                                newVertex.uv = uvList[uvIndex];
                                vertexList.Add(newVertex);
                                indexs[i] = vertexList.Count - 1;
                                cache[cacheString] = vertexList.Count - 1;
                            }
                            //triangleIndexList.Add(indexs);
                        }
                        else if (IndexAry.Length == 3)
                        {
                            int posIndex = Convert.ToInt32(IndexAry[0]) - 1;
                            int uvIndex = Convert.ToInt32(IndexAry[1]) - 1;
                            int normalIndex = Convert.ToInt32(IndexAry[2]) - 1;
                            string cacheString = "pos" + posIndex.ToString() + "uv" + uvIndex.ToString() + "normal"+normalIndex.ToString();
                            if (cache.ContainsKey(cacheString))
                            {
                                int index = cache[cacheString];
                                indexs[i-1] = index;
                            }
                            else
                            {
                                Vertex newVertex = new Vertex();
                                newVertex.pos = posList[posIndex];
                                newVertex.uv = uvList[uvIndex];
                                newVertex.normal = normalList[normalIndex];
                                vertexList.Add(newVertex);
                                indexs[i-1] = vertexList.Count - 1;
                                cache[cacheString] = vertexList.Count - 1;
                            }
                        }
                    }
                    int index1 = indexs[0];
                    int index2 = indexs[1];
                    int index3 = indexs[2];

                    indexs[0] = index3;
                    indexs[1] = index2;
                    indexs[2] = index1;
                    triangleIndexList.Add(indexs);
                }
            }

            if (data != null)
            {
                data.triangleIndexs = triangleIndexList;
                data.vertexs = vertexList.ToArray();
                data.materail = m;
                datalist.Add(data);
            }

            return datalist;
        }
예제 #3
0
        public void drawTriange(Vertex[] vertexList, int[] index, Buffer<Color4> outPutBuffer, Buffer<float> zBuffer, Texture t)
        {
            Vertex v1 = vertexList[index[0]];
            Vertex v2 = vertexList[index[1]];
            Vertex v3 = vertexList[index[2]];
            float tMinX =v1.pos.X;
            float tMinY = v1.pos.Y;
            float tMaxX = v1.pos.X;
            float tMaxY = v1.pos.Y;

            for (int i = 0; i < 3; i++)
            {
                Vertex v = vertexList[index[i]];
                if (v.pos.X < tMinX)
                    tMinX = v.pos.X;

                if (v.pos.Y < tMinY)
                    tMinY = v.pos.Y;

                if (v.pos.X > tMaxX)
                    tMaxX = v.pos.X;

                if (v.pos.Y > tMaxY)
                    tMaxY = v.pos.Y;
            }

            int minX = (int)Math.Floor(tMinX);
            int maxX = (int)Math.Ceiling(tMaxX);
            int minY = (int)Math.Floor(tMinY);
            int maxY = (int)Math.Ceiling(tMaxY);

            for (int posX = minX; posX <= maxX; posX++)
            {
                for (int posY = minY; posY <= maxY; posY++)
                {
                    float posX0 = v1.pos.X;
                    float posX1 = v2.pos.X;
                    float posX2 = v3.pos.X;
                    float posY0 = v1.pos.Y;
                    float posY1 = v2.pos.Y;
                    float posY2 = v3.pos.Y;

                    float index0 = ((posY1 - posY2) * posX + (posX2 - posX1) * posY + posX1 * posY2 - posX2 * posY1) /
                        ((posY1 - posY2) * posX0 + (posX2 - posX1) * posY0 + posX1 * posY2 - posX2 * posY1);

                    float index1 = ((posY2 - posY0) * posX + (posX0 - posX2) * posY + posX2 * posY0 - posX0 * posY2) /
                        ((posY2 - posY0) * posX1 + (posX0 - posX2) * posY1 + posX2 * posY0 - posX0 * posY2);

                    float index2 = ((posY0 - posY1) * posX + (posX1 - posX0) * posY + posX0 * posY1 - posX1 * posY0) /
                        ((posY0 - posY1) * posX2 + (posX1 - posX0) * posY2 + posX0 * posY1 - posX1 * posY0);

                    if (index0 > 0 && index1 > 0 && index2 > 0)
                    {
                        Color4 c = new Color4();
                        c.Alpha = v1.color.Alpha * index0 + v2.color.Alpha * index1 + v3.color.Alpha * index2;
                        c.Red = v1.color.Red * index0 + v2.color.Red * index1 + v3.color.Red * index2;
                        c.Green = v1.color.Green * index0 + v2.color.Green * index1 + v3.color.Green * index2;
                        c.Blue = v1.color.Blue * index0 + v2.color.Blue * index1 + v3.color.Blue * index2;
                        float z = v1.pos.Z * index0 + v2.pos.Z * index1 + v3.pos.Z * index2;

                        bool offScreen = posX < 0 || posX >= SRDevice.Device.GetWidth() || posY < 0 || posY >= SRDevice.Device.GetHeight();
                        if (!offScreen)
                        {
                            float curZ = zBuffer.readOneData(posX, posY);
                            if (z < curZ)
                            {
                                zBuffer.writeOneData(posX, posY, z);
                                if (t != null)
                                {
                                    float u = v1.uv.X * index0 + v2.uv.X * index1 + v3.uv.X * index2;
                                    float v = v1.uv.Y * index0 + v2.uv.Y * index1 + v3.uv.Y * index2;
                                    Math.Min(Math.Max(u, 0.0f), 1.0f);
                                    Math.Min(Math.Max(v, 0.0f), 1.0f);
                                    outPutBuffer.writeOneData(posX, posY, t.getPixel(u, v));
                                }
                                else
                                {
                                    outPutBuffer.writeOneData(posX, posY, c);
                                }
                            }
                        }
                    }
                }
            }
        }
예제 #4
0
        public void drawLine(Vertex[] vertexs, int[] indexs, Buffer<Color4> outPut)
        {
            Vertex[] line = new Vertex[2];
            line[0] = vertexs[indexs[0]];
            line[1] = vertexs[indexs[1]];
            Array.Sort(line, (l1, l2) => l1.pos.X.CompareTo(l2.pos.X));
            Color4 c = line[0].color;
            int posX1 = (int)line[0].pos.X;
            int posY1 = (int)line[0].pos.Y;
            int posX2 = (int)line[1].pos.X;
            int posY2 = (int)line[1].pos.Y;

            if (posX1 == posX2)
            {
                int start = 0;
                int end = 0;
                if (posY1> posY2)
                {
                    start = posY2;
                    end = posY1;
                }
                else
                {
                    start = posY1;
                    end = posY2;
                }

                for (int posY = start; posY<end; posY++)
                {
                    outPut.writeOneData(posX1, posY, c);
                }
            }
            else
            {
                float k = ((float)(posY2 - posY1)) / ((float)(posX2 - posX1));
                float d = posY1 - k * posX1;
                if (k == 0)
                {
                    int start = 0;
                    int end = 0;
                    if (posX1 > posX2)
                    {
                        start = posX2;
                        end = posX1;
                    }
                    else
                    {
                        start = posX1;
                        end = posX2;
                    }

                    for (int posX = start; posX < end; posX++)
                    {
                        outPut.writeOneData(posX, posY1, c);
                    }
                }
                else if (k >= 1)
                {
                    int posX = posX1;
                    for (int posY = posY1; posY <= posY2; posY++)
                    {
                        outPut.writeOneData(posX, posY, c);
                        if (posY + 1 - k * (posX + 0.5) - d > 0)
                        {
                            posX = posX + 1;
                        }
                    }
                }
                else if (k > 0 && k < 1)
                {
                    int posY = posY1;
                    for (int posX = posX1; posX <= posX2; posX++)
                    {
                        outPut.writeOneData(posX, posY, c);
                        if (posY + 0.5 - k * (posX + 1) - d < 0)
                        {
                            posY = posY + 1;
                        }
                    }
                }
                else if (k < 0 && k > -1)
                {
                    int posY = posY1;
                    for (int posX = posX1; posX <= posX2; posX++)
                    {
                        outPut.writeOneData(posX, posY, c);
                        if (posY + 0.5 - k * (posX + 1) - d > 0)
                        {
                            posY = posY - 1;
                        }
                    }
                }
                else if (k <= -1)
                {
                    int posX = posX1;
                    for (int posY = posY1; posY >= posY2; posY--)
                    {
                        outPut.writeOneData(posX, posY, c);
                        if (posY - 1 - k * (posX + 0.5) - d < 0)
                        {
                            posX = posX + 1;
                        }
                    }
                }
            }
        }
예제 #5
0
파일: Culler.cs 프로젝트: ssjjsj/softRender
        public CullResult CullTriangles(Vertex[] vertexs, List<int[]> trianglesIndex, CullPlane cullPlanes)
        {
            foreach (int[] indexs in trianglesIndex)
            {
                Vertex[] t = new Vertex[3];
                int index1 = indexs[0];
                t[0] = vertexs[index1];
                int index2 = indexs[1];
                t[1] = vertexs[index2];
                int index3 = indexs[2];
                t[2] = vertexs[index3];
                cullTriangles.Add(t);
            }

            foreach (Plane p in cullPlanes.getCullPlanes())
            {
                Vertex[][] triAry = cullTriangles.ToArray();
                int length = triAry.Length;

                cullTriangles.Clear();
                cullTrianglesCache.Clear();

                for (int i = 0; i < triAry.Length; i++)
                {
                    cullTriangle(triAry[i], p);
                }
                List<Vertex> newVertex1 = new List<Vertex>();

                foreach (Vertex[] t in cullTriangles)
                {
                    if (!newVertex1.Contains(t[0]))
                        newVertex1.Add(t[0]);
                    if (!newVertex1.Contains(t[1]))
                        newVertex1.Add(t[1]);
                    if (!newVertex1.Contains(t[2]))
                        newVertex1.Add(t[2]);
                }

                int vertexCount = newVertex1.Count;
            }

            List<Vertex> newVertex = new List<Vertex>();

            foreach (Vertex[] t in cullTriangles)
            {
                if (!newVertex.Contains(t[0]))
                    newVertex.Add(t[0]);
                if (!newVertex.Contains(t[1]))
                    newVertex.Add(t[1]);
                if (!newVertex.Contains(t[2]))
                    newVertex.Add(t[2]);
            }

            vertexs = newVertex.ToArray();
            trianglesIndex = new List<int[]>();

            foreach(Vertex[] t in cullTriangles)
            {
                int[] indexs = new int[3];
                indexs[0] = newVertex.IndexOf(t[0]);
                indexs[1] = newVertex.IndexOf(t[1]);
                indexs[2] = newVertex.IndexOf(t[2]);
                trianglesIndex.Add(indexs);
            }

            CullResult result = new CullResult();
            result.vertexs = vertexs;
            result.trianglesIndex = trianglesIndex;

            return result;
        }
예제 #6
0
파일: Culler.cs 프로젝트: ssjjsj/softRender
        private void addNewCullTriangle(Vertex[] triangle)
        {
            //string temp = triangle[0].ToString() + triangle[1].ToString() + triangle[2].ToString();
            //if (!cullTrianglesCache.ContainsKey(temp))
            //{
            //    cullTriangles.Add(triangle);
            //    cullTrianglesCache[temp] = triangle;
            //}

            Vertex[] temp = cullTriangles.Find(x => x.Contains(triangle[0]) && x.Contains(triangle[1]) && x.Contains(triangle[2]));
            if (temp == null)
                cullTriangles.Add(triangle);
        }
예제 #7
0
파일: Culler.cs 프로젝트: ssjjsj/softRender
        List<Vertex> getPreCullList(Vertex p1, Vertex p2, Plane p)
        {
            CullLine cullLine = null;
            string cacheString = p1.pos.ToString() + p2.pos.ToString() + p.normal.ToString()+p.point.ToString();
            foreach (CullLine c in cullLineList.Values)
            {
                if (c.inputList.Contains(p1) && c.inputList.Contains(p2) && c.plane == p)
                    cullLine = c;
            }

            //if (cullLineList.ContainsKey(cacheString))
            //    cullLine = cullLineList[cacheString];

            if (cullLine != null)
                return cullLine.outPutList;
            else
                return null;
        }
예제 #8
0
파일: Culler.cs 프로젝트: ssjjsj/softRender
        private void cullTriangle(Vertex[] triangle, Plane p)
        {
            List<Vertex> vertexs = new List<Vertex>();
            vertexs.AddRange(cullLine(triangle[0], triangle[1], p));
            foreach (Vertex v in cullLine(triangle[1], triangle[2], p))
            {
                if (!vertexs.Contains(v))
                    vertexs.Add(v);
            }

            foreach (Vertex v in cullLine(triangle[2], triangle[0], p))
            {
                if (!vertexs.Contains(v))
                    vertexs.Add(v);
            }

            if (vertexs.Count == 3)
            {
                addNewCullTriangle(vertexs.ToArray());
            }
            else if (vertexs.Count == 4)
            {
                Vertex[] newTriangle = new Vertex[3];
                newTriangle[0] = vertexs[0];
                newTriangle[1] = vertexs[1];
                newTriangle[2] = vertexs[2];
                addNewCullTriangle(newTriangle);

                newTriangle = new Vertex[3];
                newTriangle[0] = vertexs[2];
                newTriangle[1] = vertexs[3];
                newTriangle[2] = vertexs[0];
                addNewCullTriangle(newTriangle);
            }
        }
예제 #9
0
파일: Culler.cs 프로젝트: ssjjsj/softRender
        private List<Vertex> cullLine(Vertex p1, Vertex p2, Plane p)
        {
            //List<Vertex> list = getPreCullList(p1, p2, p);
            //if (list != null)
            //    return list;

            List<Vertex> list = new List<Vertex>();
            float value1 = p.getDotValue(p1.pos);
            float value2 = p.getDotValue(p2.pos);

            float temp = value1 * value2;
            if (temp >= 0)
            {
                if (value1>0 && value2 > 0)
                {
                    list.Add(p1);
                    list.Add(p2);
                }
                else if (value1>0 && value2==0 || value2>0 && value1==0)
                {
                    list.Add(p1);
                    list.Add(p2);
                }
            }
            else
            {
                Vertex v = p.getInsertValue(p1, p2);
                if (value1 > 0)
                {
                    list.Add(p1);
                    list.Add(v);
                }
                else
                {
                    list.Add(v);
                    list.Add(p2);
                }
            }

            CullLine cullLine = new CullLine();
            cullLine.inputList.Add(p1);
            cullLine.inputList.Add(p2);
            cullLine.plane = p;
            cullLine.outPutList = list;
            string cacheString = p1.pos.ToString() + p2.pos.ToString() + p.normal.ToString()+p.point.ToString();
            cullLineList[cacheString] = cullLine;

            return list;
        }
예제 #10
0
파일: Cube.cs 프로젝트: ssjjsj/softRender
        public Cube(Vector4 minPos, Vector4 maxPos)
        {
            this.minPos = minPos;
            this.maxPos = maxPos;

            Vertex v1 = new Vertex();
            v1.pos = new Vector4(minPos.X, minPos.Y, minPos.Z, 1.0f);
            v1.color = new Color4(1.0f, 1.0f, 0.0f, 0.0f);
            v1.uv = new Vector2(0.0f, 0.0f);

            Vertex v2 = new Vertex();
            v2.pos = new Vector4(maxPos.X, minPos.Y, minPos.Z, 1.0f);
            v2.color = new Color4(1.0f, 1.0f, 0.0f, 0.0f);
            v2.uv = new Vector2(1.0f, 0.0f);

            Vertex v3 = new Vertex();
            v3.pos = new Vector4(maxPos.X, maxPos.Y, minPos.Z, 1.0f);
            v3.color = new Color4(1.0f, 1.0f, 0.0f, 0.0f);
            v3.uv = new Vector2(1.0f, 1.0f);

            Vertex v4 = new Vertex();
            v4.pos = new Vector4(minPos.X, maxPos.Y, minPos.Z, 1.0f);
            v4.color = new Color4(1.0f, 1.0f, 0.0f, 0.0f);
            v4.uv = new Vector2(0.0f, 1.0f);

            Vertex v5 = new Vertex();
            v5.pos = new Vector4(minPos.X, minPos.Y, maxPos.Z, 1.0f);
            v5.color = new Color4(1.0f, 0.0f, 0.0f, 1.0f);
            v5.uv = new Vector2(0.0f, 0.0f);

            Vertex v6 = new Vertex();
            v6.pos = new Vector4(maxPos.X, minPos.Y, maxPos.Z, 1.0f);
            v6.color = new Color4(1.0f, 0.0f, 0.0f, 1.0f);
            v6.uv = new Vector2(1.0f, 0.0f);

            Vertex v7 = new Vertex();
            v7.pos = new Vector4(maxPos.X, maxPos.Y, maxPos.Z, 1.0f);
            v7.color = new Color4(1.0f, 0.0f, 0.0f, 1.0f);
            v7.uv = new Vector2(1.0f, 1.0f);

            Vertex v8 = new Vertex();
            v8.pos = new Vector4(minPos.X, maxPos.Y, maxPos.Z, 1.0f);
            v8.color = new Color4(1.0f, 0.0f, 0.0f, 1.0f);
            v8.uv = new Vector2(0.0f, 1.0f);

            vertexs[0] = v1;
            vertexs[1] = v2;
            vertexs[2] = v3;
            vertexs[3] = v4;
            vertexs[4] = v5;
            vertexs[5] = v6;
            vertexs[6] = v7;
            vertexs[7] = v8;

            triangleIndexs.Add(new int[3] { 2, 3, 0 });
            triangleIndexs.Add(new int[3] { 0, 1, 2 });
            triangleIndexs.Add(new int[3] { 6, 2, 1 });
            triangleIndexs.Add(new int[3] { 1, 5, 6 });
            triangleIndexs.Add(new int[3] { 4, 7, 6 });
            triangleIndexs.Add(new int[3] { 6, 5, 4 });
            triangleIndexs.Add(new int[3] { 3, 7, 4 });
            triangleIndexs.Add(new int[3] { 4, 0, 3 });
            triangleIndexs.Add(new int[3] { 6, 7, 3 });
            triangleIndexs.Add(new int[3] { 3, 2, 6 });
            triangleIndexs.Add(new int[3] { 0, 4, 5 });
            triangleIndexs.Add(new int[3] { 5, 1, 0 });

            lines.Add(new int[2] { 0, 1 });
            lines.Add(new int[2] { 1, 2 });
            lines.Add(new int[2] { 2, 3 });
            lines.Add(new int[2] { 3, 0 });

            lines.Add(new int[2] { 4, 5 });
            lines.Add(new int[2] { 5, 6 });
            lines.Add(new int[2] { 6, 7 });
            lines.Add(new int[2] { 7, 4 });

            lines.Add(new int[2] { 0, 4 });
            lines.Add(new int[2] { 1, 5 });
            lines.Add(new int[2] { 2, 6 });
            lines.Add(new int[2] { 3, 7 });
        }
예제 #11
0
        static void Main(string[] args)
        {
            int width = 1024;
            int height = 1024;
            float near = 1f;
            float far = 100.0f;

            SRDevice.Device.Init(width, height);

            Camera c = new Camera(near, far, (float)Math.PI/2,width, height);
            Culler cull = new Culler();
            SRDevice.Device.Camera = c;
            SRDevice.Device.Cull = cull;

            c.setLookAt(new Vector3(20, 20, 0), new Vector3(-0.1f, 0.5f, 1), new Vector3(0, 1, 0));

            Vertex[] vertexs;
            List<int[]> trianglesIndex;

            ObjPaser p = new ObjPaser();
            List<Pass.PassData> dataList = p.PaserObj("media/cube.obj");

            Model m1 = new Model(dataList);

            Vertex v1 = new Vertex();
            v1.pos = new Vector4(-0.5f, -0.5f, 11f, 0);
            v1.color = new Color4(1.0f, 0.5f, 0.5f, 0.5f);
            Vertex v2 = new Vertex();
            v2.pos = new Vector4(-0.5f, 0.5f, 11f, 0);
            v2.color = new Color4(1.0f, 0.5f, 0.5f, 0.5f);
            Vertex v3 = new Vertex();
            v3.pos = new Vector4(0.5f, -0.5f, 11f, 0);
            v3.color = new Color4(1.0f, 0.5f, 0.5f, 0.5f);
            Vertex v4 = new Vertex();
            v4.pos = new Vector4(0.5f, 0.5f, 11f, 0);
            v4.color = new Color4(1.0f, 0.5f, 0.5f, 0.5f);

            Pass.PassData data = new Pass.PassData();
            data.vertexs = new Vertex[4];
            data.vertexs[0] = v1;
            data.vertexs[1] = v2;
            data.vertexs[2] = v3;
            data.vertexs[3] = v4;

            data.triangleIndexs = new List<int[]>();
            int[] triangle1 = new int[3] { 0, 3, 2 };
            int[] triangle2 = new int[3] { 3, 0, 1 };
            data.triangleIndexs.Add(triangle1);
            data.triangleIndexs.Add(triangle2);

            data.materail = new Material();

            Model m2 = new Model(new List<Pass.PassData>() { data });
            m2.Render(Matrix.Invert(SRDevice.Device.Camera.getViewMatrix()));

            m1.transform.localPosition = new Vector4(0.0f, 0.0f, 10.0f, 0.0f);
            m1.transform.localScale = new Vector4(10.0f, 10.0f, 10.0f, 0.0f);
            //m1.transform.localRotation = new Vector4(0.0f, (float)Math.PI / 4, 0.0f, 0.0f);

            //m1.Render();
            SRDevice.Device.Present();
        }