private void Init(GraphicsDevice graphicsDevice) { _screenTriangle = SharpDX.Toolkit.Graphics.Buffer.Vertex.New(graphicsDevice, new[] { new Vector2(-1.0f, -1.0f), new Vector2(3.0f, -1.0f), new Vector2(-1.0f, 3.0f) }, SharpDX.Direct3D11.ResourceUsage.Immutable); _vertexInputLayout = VertexInputLayout.New( VertexBufferLayout.New(0, new VertexElement[] { new VertexElement("POSITION", 0, SharpDX.DXGI.Format.R32G32_Float, 0) }, 0)); var rasterizerStateDesc = SharpDX.Direct3D11.RasterizerStateDescription.Default(); rasterizerStateDesc.CullMode = SharpDX.Direct3D11.CullMode.None; _noneCullingState = RasterizerState.New(graphicsDevice, "CullModeNone", rasterizerStateDesc); initalised = true; }
public VoxelRenderer(GraphicsDevice graphicsDevice, ContentManager contentManager) { _cubeVertexBuffer = Buffer.Vertex.New( graphicsDevice, new[] { // 3D coordinates UV Texture coordinates new CubeVertex() { Position = new Vector3(-1.0f, -1.0f, -1.0f), Normal = -Vector3.UnitZ, Texcoord = new Vector2(0.0f, 1.0f) }, // Front new CubeVertex() { Position = new Vector3(-1.0f, 1.0f, -1.0f), Normal = -Vector3.UnitZ, Texcoord = new Vector2(0.0f, 0.0f) }, new CubeVertex() { Position = new Vector3(1.0f, 1.0f, -1.0f), Normal = -Vector3.UnitZ, Texcoord = new Vector2(1.0f, 0.0f) }, new CubeVertex() { Position = new Vector3(-1.0f, -1.0f, -1.0f), Normal = -Vector3.UnitZ, Texcoord = new Vector2(0.0f, 1.0f) }, new CubeVertex() { Position = new Vector3(1.0f, 1.0f, -1.0f), Normal = -Vector3.UnitZ, Texcoord = new Vector2(1.0f, 0.0f) }, new CubeVertex() { Position = new Vector3(1.0f, -1.0f, -1.0f), Normal = -Vector3.UnitZ, Texcoord = new Vector2(1.0f, 1.0f) }, new CubeVertex() { Position = new Vector3(-1.0f, -1.0f, 1.0f), Normal = Vector3.UnitZ, Texcoord = new Vector2(1.0f, 0.0f) }, // BACK new CubeVertex() { Position = new Vector3(1.0f, 1.0f, 1.0f), Normal = Vector3.UnitZ, Texcoord = new Vector2(0.0f, 1.0f) }, new CubeVertex() { Position = new Vector3(-1.0f, 1.0f, 1.0f), Normal = Vector3.UnitZ, Texcoord = new Vector2(1.0f, 1.0f) }, new CubeVertex() { Position = new Vector3(-1.0f, -1.0f, 1.0f), Normal = Vector3.UnitZ, Texcoord = new Vector2(1.0f, 0.0f) }, new CubeVertex() { Position = new Vector3(1.0f, -1.0f, 1.0f), Normal = Vector3.UnitZ, Texcoord = new Vector2(0.0f, 0.0f) }, new CubeVertex() { Position = new Vector3(1.0f, 1.0f, 1.0f), Normal = Vector3.UnitZ, Texcoord = new Vector2(0.0f, 1.0f) }, new CubeVertex() { Position = new Vector3(-1.0f, 1.0f, -1.0f), Normal = Vector3.UnitY, Texcoord = new Vector2(0.0f, 1.0f) }, // Top new CubeVertex() { Position = new Vector3(-1.0f, 1.0f, 1.0f), Normal = Vector3.UnitY, Texcoord = new Vector2(0.0f, 0.0f) }, new CubeVertex() { Position = new Vector3(1.0f, 1.0f, 1.0f), Normal = Vector3.UnitY, Texcoord = new Vector2(1.0f, 0.0f) }, new CubeVertex() { Position = new Vector3(-1.0f, 1.0f, -1.0f), Normal = Vector3.UnitY, Texcoord = new Vector2(0.0f, 1.0f) }, new CubeVertex() { Position = new Vector3(1.0f, 1.0f, 1.0f), Normal = Vector3.UnitY, Texcoord = new Vector2(1.0f, 0.0f) }, new CubeVertex() { Position = new Vector3(1.0f, 1.0f, -1.0f), Normal = Vector3.UnitY, Texcoord = new Vector2(1.0f, 1.0f) }, new CubeVertex() { Position = new Vector3(-1.0f, -1.0f, -1.0f), Normal = -Vector3.UnitY, Texcoord = new Vector2(1.0f, 0.0f) }, // Bottom new CubeVertex() { Position = new Vector3(1.0f, -1.0f, 1.0f), Normal = -Vector3.UnitY, Texcoord = new Vector2(0.0f, 1.0f) }, new CubeVertex() { Position = new Vector3(-1.0f, -1.0f, 1.0f), Normal = -Vector3.UnitY, Texcoord = new Vector2(1.0f, 1.0f) }, new CubeVertex() { Position = new Vector3(-1.0f, -1.0f, -1.0f), Normal = -Vector3.UnitY, Texcoord = new Vector2(1.0f, 0.0f) }, new CubeVertex() { Position = new Vector3(1.0f, -1.0f, -1.0f), Normal = -Vector3.UnitY, Texcoord = new Vector2(0.0f, 0.0f) }, new CubeVertex() { Position = new Vector3(1.0f, -1.0f, 1.0f), Normal = -Vector3.UnitY, Texcoord = new Vector2(0.0f, 1.0f) }, new CubeVertex() { Position = new Vector3(-1.0f, -1.0f, -1.0f), Normal = -Vector3.UnitX, Texcoord = new Vector2(0.0f, 1.0f) }, // Left new CubeVertex() { Position = new Vector3(-1.0f, -1.0f, 1.0f), Normal = -Vector3.UnitX, Texcoord = new Vector2(0.0f, 0.0f) }, new CubeVertex() { Position = new Vector3(-1.0f, 1.0f, 1.0f), Normal = -Vector3.UnitX, Texcoord = new Vector2(1.0f, 0.0f) }, new CubeVertex() { Position = new Vector3(-1.0f, -1.0f, -1.0f), Normal = -Vector3.UnitX, Texcoord = new Vector2(0.0f, 1.0f) }, new CubeVertex() { Position = new Vector3(-1.0f, 1.0f, 1.0f), Normal = -Vector3.UnitX, Texcoord = new Vector2(1.0f, 0.0f) }, new CubeVertex() { Position = new Vector3(-1.0f, 1.0f, -1.0f), Normal = -Vector3.UnitX, Texcoord = new Vector2(1.0f, 1.0f) }, new CubeVertex() { Position = new Vector3(1.0f, -1.0f, -1.0f), Normal = Vector3.UnitX, Texcoord = new Vector2(1.0f, 0.0f) }, // Right new CubeVertex() { Position = new Vector3(1.0f, 1.0f, 1.0f), Normal = Vector3.UnitX, Texcoord = new Vector2(0.0f, 1.0f) }, new CubeVertex() { Position = new Vector3(1.0f, -1.0f, 1.0f), Normal = Vector3.UnitX, Texcoord = new Vector2(1.0f, 1.0f) }, new CubeVertex() { Position = new Vector3(1.0f, -1.0f, -1.0f), Normal = Vector3.UnitX, Texcoord = new Vector2(1.0f, 0.0f) }, new CubeVertex() { Position = new Vector3(1.0f, 1.0f, -1.0f), Normal = Vector3.UnitX, Texcoord = new Vector2(0.0f, 0.0f) }, new CubeVertex() { Position = new Vector3(1.0f, 1.0f, 1.0f), Normal = Vector3.UnitX, Texcoord = new Vector2(0.0f, 1.0f) } }, SharpDX.Direct3D11.ResourceUsage.Immutable); // Create an input layout from the vertices _vertexInputLayout = VertexInputLayout.New( VertexBufferLayout.New(0, new VertexElement[] { new VertexElement("POSITION_CUBE", 0, SharpDX.DXGI.Format.R32G32B32_Float, 0), new VertexElement("NORMAL", 0, SharpDX.DXGI.Format.R32G32B32_Float, sizeof(float) * 3), new VertexElement("TEXCOORD", 0, SharpDX.DXGI.Format.R32G32_Float, sizeof(float) * 6) }, 0), VertexBufferLayout.New(1, new VertexElement[] { new VertexElement("POSITION_INSTANCE", SharpDX.DXGI.Format.R32_SInt) }, 1)); // Create instance buffer for every VoxelInfo _voxelTypeRenderingData = new VoxelTypeInstanceData[TypeInformation.GetNumTypes() - 1]; for (int i = 0; i < _voxelTypeRenderingData.Length; ++i) { _voxelTypeRenderingData[i] = new VoxelTypeInstanceData(graphicsDevice, (VoxelType)(i + 1)); } LoadTextures(contentManager); // load shader EffectCompilerFlags compilerFlags = EffectCompilerFlags.None; #if DEBUG compilerFlags |= EffectCompilerFlags.Debug; #endif var voxelShaderCompileResult = EffectCompiler.CompileFromFile("Content/voxel.fx", compilerFlags); if (voxelShaderCompileResult.HasErrors) { System.Console.WriteLine(voxelShaderCompileResult.Logger.Messages); System.Diagnostics.Debugger.Break(); } _voxelEffect = new SharpDX.Toolkit.Graphics.Effect(graphicsDevice, voxelShaderCompileResult.EffectData); // setup states var rasterizerStateDesc = SharpDX.Direct3D11.RasterizerStateDescription.Default(); rasterizerStateDesc.CullMode = SharpDX.Direct3D11.CullMode.Back; _backfaceCullingState = RasterizerState.New(graphicsDevice, "CullModeBack", rasterizerStateDesc); rasterizerStateDesc.CullMode = SharpDX.Direct3D11.CullMode.None; _noneCullingState = RasterizerState.New(graphicsDevice, "CullModeNone", rasterizerStateDesc); var depthStencilStateDesc = SharpDX.Direct3D11.DepthStencilStateDescription.Default(); depthStencilStateDesc.IsDepthEnabled = true; _depthStencilStateState = DepthStencilState.New(graphicsDevice, "NormalZBufferUse", depthStencilStateDesc); var samplerStateDesc = SharpDX.Direct3D11.SamplerStateDescription.Default(); samplerStateDesc.AddressV = SharpDX.Direct3D11.TextureAddressMode.Mirror; samplerStateDesc.AddressU = SharpDX.Direct3D11.TextureAddressMode.Mirror; samplerStateDesc.Filter = SharpDX.Direct3D11.Filter.MinMagMipPoint; _pointSamplerState = SamplerState.New(graphicsDevice, "PointSampler", samplerStateDesc); _voxelEffect.Parameters["PointSampler"].SetResource(_pointSamplerState); var blendStateDesc = SharpDX.Direct3D11.BlendStateDescription.Default(); _blendStateOpaque = BlendState.New(graphicsDevice, "Opaque", blendStateDesc); blendStateDesc.RenderTarget[0].IsBlendEnabled = true; blendStateDesc.RenderTarget[0].SourceBlend = SharpDX.Direct3D11.BlendOption.SourceAlpha; blendStateDesc.RenderTarget[0].DestinationBlend = SharpDX.Direct3D11.BlendOption.InverseSourceAlpha; blendStateDesc.RenderTarget[0].BlendOperation = SharpDX.Direct3D11.BlendOperation.Add; _blendStateTransparent = BlendState.New(graphicsDevice, "AlphaBlend", blendStateDesc); // vertexbuffer for a single instance _singleInstanceBuffer = Buffer.Vertex.New <Int32>(graphicsDevice, 1, SharpDX.Direct3D11.ResourceUsage.Dynamic); }
private void LoadFromNode(Assimp.Scene _scene, Assimp.Node _node, GraphicsDevice _device, SharpDX.Toolkit.Content.ContentManager _content, Matrix _transform) { // Sum up transformations recursively _transform = FromMatrix(_node.Transform) * _transform; Matrix transformInvTr = Helpers.CreateInverseTranspose(ref _transform); // Recursive load from scene if (_node.HasChildren) { foreach (Assimp.Node node in _node.Children) { LoadFromNode(_scene, node, _device, _content, _transform); } } if (_node.HasMeshes) { foreach (int meshIndex in _node.MeshIndices) { Assimp.Mesh mesh = _scene.Meshes[meshIndex]; ModelMesh modelMesh = new ModelMesh(); // if mesh has a diffuse texture extract it Assimp.Material material = _scene.Materials[mesh.MaterialIndex]; if (material != null && material.GetTextureCount(TextureType.Diffuse) > 0) { TextureSlot texture = material.GetTexture(TextureType.Diffuse, 0); // Create new texture for mesh var dxtexture = _content.Load <Texture2D>(texture.FilePath); modelMesh.DiffuseTexture = dxtexture; } // Position is mandarory if (!mesh.HasVertices) { throw new Exception("Model::Model(): Model has no vertices."); } // Determine the elements in the vertex bool hasTexCoords = mesh.HasTextureCoords(0); bool hasColors = mesh.HasVertexColors(0); bool hasNormals = mesh.HasNormals; bool hasTangents = mesh.Tangents != null; bool hasBitangents = mesh.BiTangents != null; int numElements = 1 + (hasTexCoords ? 1 : 0) + (hasColors ? 1 : 0) + (hasNormals ? 1 : 0) + (hasTangents ? 1 : 0) + (hasBitangents ? 1 : 0); // Create vertex element list: Here starts the section of creating SharpDX stuff VertexElement[] vertexElements = new VertexElement[numElements]; uint elementIndex = 0; vertexElements[elementIndex++] = new VertexElement("POSITION", 0, SharpDX.DXGI.Format.R32G32B32_Float, 0); int vertexSize = Utilities.SizeOf <Vector3>(); if (hasColors) { vertexElements[elementIndex++] = new VertexElement("COLOR", 0, SharpDX.DXGI.Format.R8G8B8A8_UInt, vertexSize); vertexSize += Utilities.SizeOf <Color>(); } if (hasNormals) { vertexElements[elementIndex++] = new VertexElement("NORMAL", 0, SharpDX.DXGI.Format.R32G32B32_Float, vertexSize); vertexSize += Utilities.SizeOf <Vector3>(); } if (hasTangents) { vertexElements[elementIndex++] = new VertexElement("TANGENT", 0, SharpDX.DXGI.Format.R32G32B32_Float, vertexSize); vertexSize += Utilities.SizeOf <Vector3>(); } if (hasBitangents) { vertexElements[elementIndex++] = new VertexElement("BITANGENT", 0, SharpDX.DXGI.Format.R32G32B32_Float, vertexSize); vertexSize += Utilities.SizeOf <Vector3>(); } if (hasTexCoords) { vertexElements[elementIndex++] = new VertexElement("TEXCOORD", 0, SharpDX.DXGI.Format.R32G32_Float, vertexSize); vertexSize += Utilities.SizeOf <Vector2>(); } // Set the vertex elements and size modelMesh.InputLayout = VertexInputLayout.New(VertexBufferLayout.New(0, vertexElements)); modelMesh.VertexSize = vertexSize; // Determine primitive type switch (mesh.PrimitiveType) { case Assimp.PrimitiveType.Point: modelMesh.PrimitiveTopology = SharpDX.Toolkit.Graphics.PrimitiveType.PointList; break; case Assimp.PrimitiveType.Line: modelMesh.PrimitiveTopology = SharpDX.Toolkit.Graphics.PrimitiveType.LineList; break; case Assimp.PrimitiveType.Triangle: modelMesh.PrimitiveTopology = SharpDX.Toolkit.Graphics.PrimitiveType.TriangleList; break; default: throw new Exception("Model::Model(): Unknown primitive type"); } // Create data stream for vertices //System.IO.MemoryStream vertexStream = new System.IO.MemoryStream(mesh.VertexCount * vertexSize); DataStream vertexStream = new DataStream(mesh.VertexCount * vertexSize, true, true); for (int i = 0; i < mesh.VertexCount; i++) { vertexStream.Write <Vector3>(Helpers.Transform(FromVector(mesh.Vertices[i]), ref _transform)); if (hasColors) { vertexStream.Write <Color>(FromColor(mesh.GetVertexColors(0)[i])); } if (hasNormals) { vertexStream.Write <Vector3>(Helpers.Transform(FromVector(mesh.Normals[i]), ref transformInvTr)); } if (hasTangents) { vertexStream.Write <Vector3>(Helpers.Transform(FromVector(mesh.Tangents[i]), ref transformInvTr)); } if (hasBitangents) { vertexStream.Write <Vector3>(Helpers.Transform(FromVector(mesh.BiTangents[i]), ref transformInvTr)); } if (hasTexCoords) { vertexStream.Write <Vector2>(new Vector2(mesh.GetTextureCoords(0)[i].X, mesh.GetTextureCoords(0)[i].Y)); } } vertexStream.Position = 0; // Create new vertex buffer var vertexBuffer = SharpDX.Toolkit.Graphics.Buffer.Vertex.New(_device, vertexStream); // Add it to the mesh modelMesh.VertexBuffer = vertexBuffer; modelMesh.VertexCount = mesh.VertexCount; modelMesh.PrimitiveCount = mesh.FaceCount; // Create new index buffer var indexBuffer = SharpDX.Toolkit.Graphics.Buffer.Index.New(_device, mesh.GetIndices()); // Add it to the mesh modelMesh.IndexBuffer = indexBuffer; modelMesh.IndexCount = mesh.GetIndices().GetLength(0); m_meshes.Add(modelMesh); } } }