Пример #1
0
        /// <summary>
        /// Called once per frame, the call is the entry point for 3d rendering. This
        /// function sets up render states, clears the viewport, and renders the scene.
        /// </summary>
        protected override void Render()
        {
            // Clear the viewport
            device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, 0x000000ff, 1.0f, 0);

            device.BeginScene();

            device.VertexDeclaration = ourDeclaration;
            device.VertexShader      = ourShader;
            device.SetStreamSource(0, vertexBuffer, 0, DXHelp.GetTypeSize(typeof(Vector2)));
            device.Indices = indexBuffer;
            device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, numberVertices,
                                         0, numberIndices / 3);


            // Output statistics
            drawingFont.DrawText(2, 1, System.Drawing.Color.Yellow, frameStats);
            drawingFont.DrawText(2, 20, System.Drawing.Color.Yellow, deviceStats);
            if (doShowHelp)
            {
                drawingFontSmall.DrawText(2, 40, System.Drawing.Color.White,
                                          "Keyboard controls:");
                drawingFontSmall.DrawText(20, 60, System.Drawing.Color.White,
                                          "Move\nTurn\nPitch\nSlide\nHelp\nChange device\nExit");
                drawingFontSmall.DrawText(210, 60, System.Drawing.Color.White,
                                          "W,S\nE,Q\nA,Z\nArrow keys\nF1\nF2\nEsc");
            }
            else
            {
                drawingFontSmall.DrawText(2, 40, System.Drawing.Color.White,
                                          "Press F1 for help");
            }

            device.EndScene();
        }
Пример #2
0
        public void FindMyFriends(string username, Server serverObject)
        {
            System.Collections.ArrayList friendList = new System.Collections.ArrayList();
            foreach (XmlNode n in xmlDom.SelectNodes(gSchemaRootName + "/" + gFriendRootName + "/" + gRowName + "/" + gClientName))
            {
                if (n.FirstChild.Value.ToLower() == username.ToLower())
                {
                    FriendType f = new FriendType();
                    f.friendName = n.NextSibling.FirstChild.Value;
                    XmlNode friendNode = GetUserNode(f.friendName);
                    f.friend   = bool.Parse(n.NextSibling.NextSibling.FirstChild.Value);
                    f.friendId = int.Parse(friendNode.NextSibling.NextSibling.NextSibling.FirstChild.Value);
                    friendList.Add(f);
                }
            }
            if (friendList.Count > 0)
            {
                byte[] buffer = null;
                int    offset = 0;
                // Well, we obviously have some friends, tell me all about them
                int sendId = GetCurrentPlayerId(username);
                DXHelp.AddDataToBuffer(ref buffer, MessageType.SendClientFriends, ref offset);
                // How many friends are we sending?
                DXHelp.AddDataToBuffer(ref buffer, friendList.Count, ref offset);
                foreach (FriendType f in friendList)
                {
                    // Add whether they are a friend or blocked as well as the name
                    DXHelp.AddDataToBuffer(ref buffer, f.friend, ref offset);
                    DXHelp.AddDataToBuffer(ref buffer, f.friendName, ref offset);
                }
                serverObject.SendTo(sendId, buffer, 0, 0);

                // Now that's done, for every friend that's online, notify me again
                foreach (FriendType f in friendList)
                {
                    if (f.friendId != 0)
                    {
                        buffer = null;
                        offset = 0;
                        DXHelp.AddDataToBuffer(ref buffer, MessageType.FriendLogon, ref offset);
                        DXHelp.AddDataToBuffer(ref buffer, f.friendName, ref offset);
                        serverObject.SendTo(sendId, buffer, 0, 0);
                    }
                }
            }
        }
Пример #3
0
        /// <summary>
        /// Called once per frame, the call is the entry point for 3d rendering. This
        /// function sets up render states, clears the viewport, and renders the scene.
        /// </summary>
        protected override void Render()
        {
            // Clear the viewport
            device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, System.Drawing.Color.Blue, 1.0f, 0);

            device.BeginScene();

            if (useShader)
            {
                device.VertexFormat = BlendVertex.Format;
                device.VertexShader = shader;
                device.SetStreamSource(0, vertexBuffer, 0, DXHelp.GetTypeSize(typeof(BlendVertex)));
                device.Indices = indexBuffer;
                device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, numVertices, 0, numFaces);
            }
            else
            {
                device.VertexShader = null;
                // Enable vertex blending using API
                device.Transform.World  = upperArm;
                device.Transform.World1 = lowerArm;
                renderState.VertexBlend = VertexBlend.OneWeights;

                // Display the object
                blendObject.Render(device);
            }


            // Output statistics
            drawingFont.DrawText(2, 1, System.Drawing.Color.Yellow, frameStats);
            drawingFont.DrawText(2, 20, System.Drawing.Color.Yellow, deviceStats);

            if (useShader)
            {
                drawingFont.DrawText(2, 40, System.Drawing.Color.White, "Using vertex shader");
            }
            else
            {
                drawingFont.DrawText(2, 40, System.Drawing.Color.White, "Using RenderState.VertexBlend");
            }

            device.EndScene();
        }
Пример #4
0
        public void NotifyFriends(string username, MessageType msg, Server serverObject)
        {
            int offset = 0;

            byte[] buffer = null;

            // We need to check to see if the user logging in is anyones friend.
            foreach (XmlNode n in xmlDom.SelectNodes(gSchemaRootName + "/" + gFriendRootName + "/" + gRowName + "/" + gFriendName))
            {
                if (n.FirstChild.Value.ToLower() == username.ToLower())                 // Yup, I got some friends!
                {
                    // Are they logged on?
                    XmlNode friend   = GetUserNode(n.PreviousSibling.FirstChild.Value);
                    int     playerId = int.Parse(friend.NextSibling.NextSibling.NextSibling.FirstChild.Value);
                    if (playerId != 0)                     // Yup, they got a dplay ID
                    {
                        DXHelp.AddDataToBuffer(ref buffer, msg, ref offset);
                        DXHelp.AddDataToBuffer(ref buffer, username, ref offset);
                        serverObject.SendTo(playerId, buffer, 0, 0);
                    }
                    break;
                }
            }
        }
Пример #5
0
        public override void Render(Camera cam)
        {
            try
            {
                if (m_ActiveParticles.Count > 0)
                {
                    // Set the render states for using point sprites
                    CGameEngine.Device3D.RenderState.ZBufferWriteEnable = false;
                    CGameEngine.Device3D.RenderState.AlphaBlendEnable   = true;
                    CGameEngine.Device3D.RenderState.SourceBlend        = Blend.One;
                    CGameEngine.Device3D.RenderState.DestinationBlend   = Blend.One;

                    CGameEngine.Device3D.SetTexture(0, m_Texture);

                    CGameEngine.Device3D.RenderState.PointSpriteEnable = true;
                    CGameEngine.Device3D.RenderState.PointScaleEnable  = true;
                    CGameEngine.Device3D.RenderState.PointSize         = m_PointSize;
                    CGameEngine.Device3D.RenderState.PointSizeMin      = m_PointSizeMin;
                    CGameEngine.Device3D.RenderState.PointScaleA       = m_PointScaleA;
                    CGameEngine.Device3D.RenderState.PointScaleB       = m_PointScaleB;
                    CGameEngine.Device3D.RenderState.PointScaleC       = m_PointScaleC;

                    CGameEngine.Device3D.VertexFormat = CustomVertex.PositionColoredTextured.Format;

                    // Set up the vertex buffer to be rendered
                    CGameEngine.Device3D.SetStreamSource(0, m_VB, 0);

                    CustomVertex.PositionColoredTextured[] vertices = null;
                    int numParticlesToRender = 0;

                    // Lock the vertex buffer.  We fill the vertex buffer in small
                    // chunks, using LockFlags.NoOverWrite.  When we are done filling
                    // each chunk, we call DrawPrim, and lock the next chunk.  When
                    // we run out of space in the vertex buffer, we start over at
                    // the beginning, using LockFlags.Discard.

                    m_BaseParticle += m_Flush;

                    if (m_BaseParticle >= m_Discard)
                    {
                        m_BaseParticle = 0;
                    }

                    int count = 0;
                    vertices = (CustomVertex.PositionColoredTextured[])m_VB.Lock(m_BaseParticle * DXHelp.GetTypeSize(typeof(CustomVertex.PositionColoredTextured)), typeof(CustomVertex.PositionColoredTextured), (m_BaseParticle != 0) ? LockFlags.NoOverwrite : LockFlags.Discard, m_Flush);
                    foreach (Particle p in m_ActiveParticles)
                    {
                        vertices[count].X     = p.m_Position.X;
                        vertices[count].Y     = p.m_Position.Y;
                        vertices[count].Z     = p.m_Position.Z;
                        vertices[count].Color = p.m_Color.ToArgb();
                        count++;

                        if (++numParticlesToRender == m_Flush)
                        {
                            // Done filling this chunk of the vertex buffer.  Lets unlock and
                            // draw this portion so we can begin filling the next chunk.

                            m_VB.Unlock();

                            CGameEngine.Device3D.DrawPrimitives(PrimitiveType.PointList, m_BaseParticle, numParticlesToRender);

                            // Lock the next chunk of the vertex buffer.  If we are at the
                            // end of the vertex buffer, LockFlags.Discard the vertex buffer and start
                            // at the beginning.  Otherwise, specify LockFlags.NoOverWrite, so we can
                            // continue filling the VB while the previous chunk is drawing.
                            m_BaseParticle += m_Flush;

                            if (m_BaseParticle >= m_Discard)
                            {
                                m_BaseParticle = 0;
                            }

                            vertices = (CustomVertex.PositionColoredTextured[])m_VB.Lock(m_BaseParticle * DXHelp.GetTypeSize(typeof(CustomVertex.PositionColoredTextured)), typeof(CustomVertex.PositionColoredTextured), (m_BaseParticle != 0) ? LockFlags.NoOverwrite : LockFlags.Discard, m_Flush);
                            count    = 0;

                            numParticlesToRender = 0;
                        }
                    }

                    // Unlock the vertex buffer
                    m_VB.Unlock();
                    // Render any remaining particles
                    if (numParticlesToRender > 0)
                    {
                        CGameEngine.Device3D.DrawPrimitives(PrimitiveType.PointList, m_BaseParticle, numParticlesToRender);
                    }

                    // Reset render states
                    CGameEngine.Device3D.RenderState.PointSpriteEnable = false;
                    CGameEngine.Device3D.RenderState.PointScaleEnable  = false;

                    CGameEngine.Device3D.RenderState.ZBufferWriteEnable = true;
                    CGameEngine.Device3D.RenderState.AlphaBlendEnable   = false;
                }
            }
            catch (DirectXException d3de)
            {
                Console.AddLine("Unable to Render Particles for " + Name);
                Console.AddLine(d3de.ErrorString);
            }
            catch (Exception e)
            {
                Console.AddLine("Unable to Render Particles for " + Name);
                Console.AddLine(e.Message);
            }
        }
    /// <summary>
    /// Renders the scene
    /// </summary>
    public void Render()
    {
        // Set the render states for using point sprites
        device.RenderState.ZBufferWriteEnable = false;
        device.RenderState.AlphaBlendEnable   = true;
        device.RenderState.SourceBlend        = Blend.One;
        device.RenderState.DestinationBlend   = Blend.One;
        bool lightEnabled = device.RenderState.Lighting;

        device.RenderState.Lighting = false;
        device.SetTexture(0, particleTexture);
        device.Transform.World = Matrix.Identity;

        device.RenderState.PointSpriteEnable = true;
        device.RenderState.PointScaleEnable  = true;
        device.RenderState.PointSize         = 1.0f;
        device.RenderState.PointScaleA       = 0f;
        device.RenderState.PointScaleB       = 1.0f;
        device.RenderState.PointScaleC       = 1.0f;

        // Set up the vertex buffer to be rendered
        device.SetStreamSource(0, vertexBuffer, 0);
        device.VertexFormat = PointVertex.Format;

        PointVertex[] vertices             = null;
        int           numParticlesToRender = 0;



        // Lock the vertex buffer.  We fill the vertex buffer in small
        // chunks, using LockFlags.NoOverWrite.  When we are done filling
        // each chunk, we call DrawPrim, and lock the next chunk.  When
        // we run out of space in the vertex buffer, we start over at
        // the beginning, using LockFlags.Discard.

        baseParticle += flush;

        if (baseParticle >= discard)
        {
            baseParticle = 0;
        }

        int count = 0;

        vertices = (PointVertex[])vertexBuffer.Lock(baseParticle * DXHelp.GetTypeSize(typeof(PointVertex)), typeof(PointVertex), (baseParticle != 0) ? LockFlags.NoOverwrite : LockFlags.Discard, flush);
        foreach (Particle p in particlesList)
        {
            Vector3 vPos      = p.positionVector;
            Vector3 vVel      = p.velocityVector;
            float   fLengthSq = vVel.LengthSq();
            uint    steps;

            if (fLengthSq < 1.0f)
            {
                steps = 2;
            }
            else if (fLengthSq < 4.00f)
            {
                steps = 3;
            }
            else if (fLengthSq < 9.00f)
            {
                steps = 4;
            }
            else if (fLengthSq < 12.25f)
            {
                steps = 5;
            }
            else if (fLengthSq < 16.00f)
            {
                steps = 6;
            }
            else if (fLengthSq < 20.25f)
            {
                steps = 7;
            }
            else
            {
                steps = 8;
            }

            vVel *= -0.01f / (float)steps;
            System.Drawing.Color diffuse = ColorOperator.Lerp(p.fadeColor, p.diffuseColor, p.fadeProgression);


            // Render each particle a bunch of times to get a blurring effect
            for (int i = 0; i < steps; i++)
            {
                vertices[count].v     = vPos;
                vertices[count].color = diffuse.ToArgb();
                count++;

                if (++numParticlesToRender == flush)
                {
                    // Done filling this chunk of the vertex buffer.  Lets unlock and
                    // draw this portion so we can begin filling the next chunk.

                    vertexBuffer.Unlock();

                    device.DrawPrimitives(PrimitiveType.PointList, baseParticle, numParticlesToRender);

                    // Lock the next chunk of the vertex buffer.  If we are at the
                    // end of the vertex buffer, LockFlags.Discard the vertex buffer and start
                    // at the beginning.  Otherwise, specify LockFlags.NoOverWrite, so we can
                    // continue filling the VB while the previous chunk is drawing.
                    baseParticle += flush;

                    if (baseParticle >= discard)
                    {
                        baseParticle = 0;
                    }

                    vertices = (PointVertex[])vertexBuffer.Lock(baseParticle * DXHelp.GetTypeSize(typeof(PointVertex)), typeof(PointVertex), (baseParticle != 0) ? LockFlags.NoOverwrite : LockFlags.Discard, flush);
                    count    = 0;

                    numParticlesToRender = 0;
                }

                vPos += vVel;
            }
        }

        // Unlock the vertex buffer
        vertexBuffer.Unlock();
        // Render any remaining particles
        if (numParticlesToRender > 0)
        {
            device.DrawPrimitives(PrimitiveType.PointList, baseParticle, numParticlesToRender);
        }

        // Reset render states
        device.RenderState.PointSpriteEnable = false;
        device.RenderState.PointScaleEnable  = false;


        device.RenderState.Lighting           = lightEnabled;
        device.RenderState.ZBufferWriteEnable = true;
        device.RenderState.AlphaBlendEnable   = false;
    }
Пример #7
0
        public void Render(Device Device3D, DeviceInfo deviceInfo)
        {
            Update();
            try
            {
                if (m_ActiveParticles.Count > 0)
                {
                    Device3D.Transform.World = this.World;
                    // il faut désactiver la lumière sinon les couleurs ne sont pas utilisées
                    Device3D.RenderState.Lighting = false;

                    // Set the render states for using point sprites
                    Device3D.RenderState.ZBufferWriteEnable = false;
                    Device3D.RenderState.AlphaBlendEnable   = true;
                    Device3D.RenderState.SourceBlend        = Blend.SourceAlpha;
                    Device3D.RenderState.DestinationBlend   = Blend.One;

                    Device3D.TextureState[0].ColorOperation = TextureOperation.Modulate;
                    Device3D.TextureState[0].ColorArgument1 = TextureArgument.TextureColor;
                    Device3D.TextureState[0].ColorArgument2 = TextureArgument.Diffuse;
                    Device3D.TextureState[0].AlphaOperation = TextureOperation.Modulate;
                    Device3D.TextureState[0].AlphaArgument1 = TextureArgument.TextureColor;
                    Device3D.TextureState[0].AlphaArgument2 = TextureArgument.Diffuse;

                    Device3D.SetTexture(0, m_Texture.GetTexture());
                    Device3D.RenderState.PointSpriteEnable = true;
                    Device3D.RenderState.PointScaleEnable  = true;
                    Device3D.RenderState.PointSize         = m_PointSize;
                    Device3D.RenderState.PointSizeMin      = m_PointSizeMin;
                    Device3D.RenderState.PointScaleA       = m_PointScaleA;
                    Device3D.RenderState.PointScaleB       = m_PointScaleB;
                    Device3D.RenderState.PointScaleC       = m_PointScaleC;

                    Device3D.VertexFormat = CustomVertex.PositionColoredTextured.Format;

                    // Set up the vertex buffer to be rendered
                    Device3D.SetStreamSource(0, m_VB, 0);

                    CustomVertex.PositionColoredTextured[] vertices = null;
                    int numParticlesToRender = 0;

                    // Lock the vertex buffer.  We fill the vertex buffer in small
                    // chunks, using LockFlags.NoOverWrite.  When we are done filling
                    // each chunk, we call DrawPrim, and lock the next chunk.  When
                    // we run out of space in the vertex buffer, we start over at
                    // the beginning, using LockFlags.Discard.

                    m_BaseParticle += m_Flush;

                    if (m_BaseParticle >= m_Discard)
                    {
                        m_BaseParticle = 0;
                    }

                    int count = 0;
                    vertices = (CustomVertex.PositionColoredTextured[])m_VB.Lock(m_BaseParticle * DXHelp.GetTypeSize(typeof(CustomVertex.PositionColoredTextured)), typeof(CustomVertex.PositionColoredTextured), (m_BaseParticle != 0) ? LockFlags.NoOverwrite : LockFlags.Discard, m_Flush);
                    foreach (Particle p in m_ActiveParticles)
                    {
                        vertices[count].X     = p.Position.X;
                        vertices[count].Y     = p.Position.Y;
                        vertices[count].Z     = p.Position.Z;
                        vertices[count].Color = unchecked ((int)p.Color.ToArgb());
                        count++;

                        if (++numParticlesToRender == m_Flush)
                        {
                            // Done filling this chunk of the vertex buffer.  Lets unlock and
                            // draw this portion so we can begin filling the next chunk.

                            m_VB.Unlock();

                            Device3D.DrawPrimitives(PrimitiveType.PointList, m_BaseParticle, numParticlesToRender);

                            // Lock the next chunk of the vertex buffer.  If we are at the
                            // end of the vertex buffer, LockFlags.Discard the vertex buffer and start
                            // at the beginning.  Otherwise, specify LockFlags.NoOverWrite, so we can
                            // continue filling the VB while the previous chunk is drawing.
                            m_BaseParticle += m_Flush;

                            if (m_BaseParticle >= m_Discard)
                            {
                                m_BaseParticle = 0;
                            }

                            vertices = (CustomVertex.PositionColoredTextured[])m_VB.Lock(m_BaseParticle * DXHelp.GetTypeSize(typeof(CustomVertex.PositionColoredTextured)), typeof(CustomVertex.PositionColoredTextured), (m_BaseParticle != 0) ? LockFlags.NoOverwrite : LockFlags.Discard, m_Flush);
                            count    = 0;

                            numParticlesToRender = 0;
                        }
                    }

                    // Unlock the vertex buffer
                    m_VB.Unlock();
                    // Render any remaining particles
                    if (numParticlesToRender > 0)
                    {
                        Device3D.DrawPrimitives(PrimitiveType.PointList, m_BaseParticle, numParticlesToRender);
                    }

                    // Reset render states
                    Device3D.RenderState.PointSpriteEnable = false;
                    Device3D.RenderState.PointScaleEnable  = false;

                    Device3D.RenderState.ZBufferWriteEnable = true;
                    Device3D.RenderState.AlphaBlendEnable   = false;

                    //Console.AddLine(m_ActiveParticles[0].Position.ToString() + "Alpha:" + m_ActiveParticles[0].Color.A);
                }
            }
            catch (DirectXException d3de)
            {
                Console.AddLine("Unable to Render Particles");
                Console.AddLine(d3de.ErrorString);
            }
            catch (Exception e)
            {
                Console.AddLine("Unable to Render Particles");
                Console.AddLine(e.Message);
            }
        }
Пример #8
0
        /// <summary>
        /// Called once per frame, the call is the entry point for 3d
        /// rendering. This function sets up render states, clears the
        /// viewport, and renders the scene.
        /// </summary>
        protected override void Render()
        {
            // Begin the scene
            device.BeginScene();
            // Render the Skybox
            {
                Matrix world = Matrix.Scaling(10.0f, 10.0f, 10.0f);

                Matrix view = matView;
                view.M41 = view.M42 = view.M43 = 0.0f;

                device.Transform.World      = world;
                device.Transform.View       = view;
                device.Transform.Projection = matProject;

                device.TextureState[0].ColorArgument1 = TextureArgument.TextureColor;
                device.TextureState[0].ColorOperation = TextureOperation.SelectArg1;
                device.SamplerState[0].MinFilter      = TextureFilter.Linear;
                device.SamplerState[0].MagFilter      = TextureFilter.Linear;
                device.SamplerState[0].AddressU       = TextureAddress.Wrap;
                device.SamplerState[0].AddressV       = TextureAddress.Wrap;

                // Always pass Z-test, so we can avoid clearing color and depth buffers
                device.RenderState.ZBufferFunction = Compare.Always;
                skyBox.Render(device);
                device.RenderState.ZBufferFunction = Compare.LessEqual;
            }

            // Render the environment-mapped ShinyTeapot
            {
                // Set transform state
                Matrix viewProject = Matrix.Multiply(matView, matProject);

                Matrix  matViewInv  = Matrix.Invert(matView);
                Vector4 vecPosition = new Vector4(matViewInv.M41, matViewInv.M42, matViewInv.M43, 1.0f);

                effect.SetValue("matWorld", matWorld);
                effect.SetValue("matViewProject", viewProject);
                effect.SetValue("vecPosition", vecPosition);


                // Draw teapot
                VertexBuffer vb = shinyTeapot.LocalVertexBuffer;
                IndexBuffer  ib = shinyTeapot.LocalIndexBuffer;

                device.VertexFormat = shinyTeapot.LocalMesh.VertexFormat;

                device.SetStreamSource(0, vb, 0, DXHelp.GetTypeSize(typeof(EnvMappedVertex)));
                device.Indices = ib;

                int passes = effect.Begin(0);

                for (int iPass = 0; iPass < passes; iPass++)
                {
                    effect.Pass(iPass);

                    device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0,
                                                 0, shinyTeapot.LocalMesh.NumberVertices,
                                                 0, shinyTeapot.LocalMesh.NumberFaces);
                }

                effect.End();
            }



            // Output statistics
            font.DrawText(2, 1, System.Drawing.Color.Yellow, frameStats);
            font.DrawText(2, 21, System.Drawing.Color.Yellow, deviceStats);

            // End the scene.
            device.EndScene();
        }
Пример #9
0
        /// <summary>
        /// Renders all visual elements in the scene. This is called by the main
        /// Render() function, and also by the RenderIntoCubeMap() function.
        /// </summary>
        private void RenderScene(Matrix View, Matrix Project, bool canRenderTeapot)
        {
            // Render the Skybox
            {
                Matrix matWorld = Matrix.Scaling(10.0f, 10.0f, 10.0f);

                Matrix matView = View;
                matView.M41 = matView.M42 = matView.M43 = 0.0f;

                device.Transform.World      = matWorld;
                device.Transform.View       = matView;
                device.Transform.Projection = Project;

                device.TextureState[0].ColorArgument1 = TextureArgument.TextureColor;
                device.TextureState[0].ColorOperation = TextureOperation.SelectArg1;
                device.SamplerState[0].MinFilter      = TextureFilter.Linear;
                device.SamplerState[0].MagFilter      = TextureFilter.Linear;
                device.SamplerState[0].AddressU       = TextureAddress.Mirror;
                device.SamplerState[0].AddressV       = TextureAddress.Mirror;

                // Always pass Z-test, so we can avoid clearing color and depth buffers
                device.RenderState.ZBufferFunction = Compare.Always;
                skyBoxMesh.Render(device);
                device.RenderState.ZBufferFunction = Compare.LessEqual;
            }


            // Render the Airplane
            {
                device.Transform.World      = airplaneMatrix;
                device.Transform.View       = View;
                device.Transform.Projection = Project;

                device.TextureState[0].ColorArgument1 = TextureArgument.TextureColor;
                device.TextureState[0].ColorOperation = TextureOperation.SelectArg1;
                device.SamplerState[0].MinFilter      = TextureFilter.Linear;
                device.SamplerState[0].MagFilter      = TextureFilter.Linear;
                device.SamplerState[0].AddressU       = TextureAddress.Wrap;
                device.SamplerState[0].AddressV       = TextureAddress.Wrap;

                airplaneMesh.Render(device, true, false);

                device.Transform.World = worldMatrix;
            }

            // Render the environment-mapped ShinyTeapot
            if (canRenderTeapot)
            {
                // Set transform state
                if (cubeMap != null)
                {
                    effect.SetValue(worldMatrixHandle, worldMatrix);
                    effect.SetValue(viewMatrixHandle, View);
                }
                else
                {
                    Matrix matWorldView = Matrix.Multiply(worldMatrix, View);
                    effect.SetValue(worldViewMatrixHandle, matWorldView);
                }

                effect.SetValue(projectionMatrixHandle, Project);


                // Draw teapot
                VertexBuffer tempVertexBuffer = shinyTeapotMesh.LocalVertexBuffer;
                IndexBuffer  tempIndexBuffer  = shinyTeapotMesh.LocalIndexBuffer;
                int          numVert          = shinyTeapotMesh.LocalMesh.NumberVertices;
                int          numFace          = shinyTeapotMesh.LocalMesh.NumberFaces;

                device.SetStreamSource(0, tempVertexBuffer, 0, DXHelp.GetTypeSize(typeof(EnvMappedVertex)));
                device.VertexFormat = EnvMappedVertex.Format;
                device.Indices      = tempIndexBuffer;

                int Passes = effect.Begin(0);

                for (int iPass = 0; iPass < Passes; iPass++)
                {
                    effect.Pass(iPass);

                    device.DrawIndexedPrimitives(PrimitiveType.TriangleList,
                                                 0, 0, numVert, 0, numFace);
                }

                effect.End();
            }
        }
Пример #10
0
        /// <summary>
        /// The device has been created.  Resources that are not lost on
        /// Reset() can be created here -- resources in Pool.Managed,
        /// Pool.Scratch, or Pool.SystemMemory.  Image surfaces created via
        /// CreateImageSurface are never lost and can be created here.  Vertex
        /// shaders and pixel shaders can also be created here as they are not
        /// lost on Reset().
        /// </summary>
        protected override void InitializeDeviceObjects()
        {
            VertexBuffer pMeshSourceVB = null;
            IndexBuffer  pMeshSourceIB = null;

            Vertex[]       src           = null;
            GraphicsStream dst           = null;
            GraphicsMesh   DolphinMesh01 = new GraphicsMesh();
            GraphicsMesh   DolphinMesh02 = new GraphicsMesh();
            GraphicsMesh   DolphinMesh03 = new GraphicsMesh();
            GraphicsMesh   SeaFloorMesh  = new GraphicsMesh();

            // Initialize the font's internal textures
            drawingFont.InitializeDeviceObjects(device);

            try
            {
                // Create texture for the dolphin
                dolphinTexture = GraphicsUtility.CreateTexture(device, "Dolphin.bmp");

                // Create textures for the seafloor
                seaFloorTexture = GraphicsUtility.CreateTexture(device, "SeaFloor.bmp");

                // Create textures for the water caustics
                for (int t = 0; t < 32; t++)
                {
                    string name = string.Format("Caust{0:D2}.tga", t);
                    causticTextures[t] = GraphicsUtility.CreateTexture(device, name);
                }

                // Load the file-based mesh objects
                DolphinMesh01.Create(device, "dolphin1.x");
                DolphinMesh02.Create(device, "dolphin2.x");
                DolphinMesh03.Create(device, "dolphin3.x");
                SeaFloorMesh.Create(device, "SeaFloor.x");
            }
            catch
            {
                SampleException e = new MediaNotFoundException();
                HandleSampleException(e, ApplicationMessage.ApplicationMustExit);
                throw e;
            }
            // Set the FVF type to match the vertex format we want
            DolphinMesh01.SetVertexFormat(device, Vertex.Format);
            DolphinMesh02.SetVertexFormat(device, Vertex.Format);
            DolphinMesh03.SetVertexFormat(device, Vertex.Format);
            SeaFloorMesh.SetVertexFormat(device, Vertex.Format);

            // Get the number of vertices and faces for the meshes
            numDolphinVertices  = DolphinMesh01.SystemMesh.NumberVertices;
            numDolphinFaces     = DolphinMesh01.SystemMesh.NumberFaces;
            numSeaFloorVertices = SeaFloorMesh.SystemMesh.NumberVertices;
            numSeaFloorFaces    = SeaFloorMesh.SystemMesh.NumberFaces;

            // Create the dolphin and seafloor vertex and index buffers
            dolphinVertexBuffer1 = new VertexBuffer(typeof(Vertex), numDolphinVertices, device, Usage.WriteOnly, 0, Pool.Managed);
            dolphinVertexBuffer2 = new VertexBuffer(typeof(Vertex), numDolphinVertices, device, Usage.WriteOnly, 0, Pool.Managed);
            dolphinVertexBuffer3 = new VertexBuffer(typeof(Vertex), numDolphinVertices, device, Usage.WriteOnly, 0, Pool.Managed);
            seaFloorVertexBuffer = new VertexBuffer(typeof(Vertex), numSeaFloorVertices, device, Usage.WriteOnly, 0, Pool.Managed);
            dolphinIndexBuffer   = new IndexBuffer(typeof(short), numDolphinFaces * 3, device, Usage.WriteOnly, Pool.Managed);
            seaFloorIndexBuffer  = new IndexBuffer(typeof(short), numSeaFloorFaces * 3, device, Usage.WriteOnly, Pool.Managed);

            // Copy vertices for mesh 01
            pMeshSourceVB = DolphinMesh01.SystemMesh.VertexBuffer;
            dst           = dolphinVertexBuffer1.Lock(0, DXHelp.GetTypeSize(typeof(Vertex)) * numDolphinVertices, 0);
            src           = (Vertex[])pMeshSourceVB.Lock(0, typeof(Vertex), 0, numDolphinVertices);
            dst.Write(src);
            dolphinVertexBuffer1.Unlock();
            pMeshSourceVB.Unlock();
            pMeshSourceVB.Dispose();

            // Copy vertices for mesh 2
            pMeshSourceVB = DolphinMesh02.SystemMesh.VertexBuffer;
            dst           = dolphinVertexBuffer2.Lock(0, DXHelp.GetTypeSize(typeof(Vertex)) * numDolphinVertices, 0);
            src           = (Vertex[])pMeshSourceVB.Lock(0, typeof(Vertex), 0, numDolphinVertices);
            dst.Write(src);
            dolphinVertexBuffer2.Unlock();
            pMeshSourceVB.Unlock();
            pMeshSourceVB.Dispose();

            // Copy vertices for mesh 3
            pMeshSourceVB = DolphinMesh03.SystemMesh.VertexBuffer;
            dst           = dolphinVertexBuffer3.Lock(0, DXHelp.GetTypeSize(typeof(Vertex)) * numDolphinVertices, 0);
            src           = (Vertex[])pMeshSourceVB.Lock(0, typeof(Vertex), 0, numDolphinVertices);
            dst.Write(src);
            dolphinVertexBuffer3.Unlock();
            pMeshSourceVB.Unlock();
            pMeshSourceVB.Dispose();

            // Copy vertices for the seafloor mesh, and add some bumpiness
            pMeshSourceVB = SeaFloorMesh.SystemMesh.VertexBuffer;
            dst           = seaFloorVertexBuffer.Lock(0, DXHelp.GetTypeSize(typeof(Vertex)) * numSeaFloorVertices, 0);
            src           = (Vertex[])pMeshSourceVB.Lock(0, typeof(Vertex), 0, numSeaFloorVertices);

            System.Random r = new System.Random();
            for (int i = 0; i < numSeaFloorVertices; i++)
            {
                src[i].p.Y += (r.Next() / (float)int.MaxValue);
                src[i].p.Y += (r.Next() / (float)int.MaxValue);
                src[i].p.Y += (r.Next() / (float)int.MaxValue);
                src[i].tu  *= 10;
                src[i].tv  *= 10;
            }
            dst.Write(src);
            seaFloorVertexBuffer.Unlock();
            pMeshSourceVB.Unlock();
            pMeshSourceVB.Dispose();

            GraphicsStream dstib = null;

            short[] srcib = null;

            // Copy indices for the dolphin mesh
            pMeshSourceIB = DolphinMesh01.SystemMesh.IndexBuffer;
            dstib         = dolphinIndexBuffer.Lock(0, DXHelp.GetTypeSize(typeof(short)) * numDolphinFaces * 3, 0);
            srcib         = (short[])pMeshSourceIB.Lock(0, typeof(short), 0, numDolphinFaces * 3);
            dstib.Write(srcib);
            dolphinIndexBuffer.Unlock();
            pMeshSourceIB.Unlock();
            pMeshSourceIB.Dispose();

            // Copy indices for the seafloor mesh
            pMeshSourceIB = SeaFloorMesh.SystemMesh.IndexBuffer;
            dstib         = seaFloorIndexBuffer.Lock(0, DXHelp.GetTypeSize(typeof(short)) * numSeaFloorFaces * 3, 0);
            srcib         = (short[])pMeshSourceIB.Lock(0, typeof(short), 0, numSeaFloorFaces * 3);
            dstib.Write(srcib);
            seaFloorIndexBuffer.Unlock();
            pMeshSourceIB.Unlock();
            pMeshSourceIB.Dispose();
        }
Пример #11
0
        /// <summary>
        /// Called once per frame, the call is the entry point for 3d rendering. This
        /// function sets up render states, clears the viewport, and renders the scene.
        /// </summary>
        protected override void Render()
        {
            // Clear the viewport
            device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, WaterColor, 1.0f, 0);

            device.BeginScene();

            float[] fAmbientLight = { 0.25f, 0.25f, 0.25f, 0.25f };
            device.SetVertexShaderConstant(22, fAmbientLight);

            // Render the seafloor
            device.SetTexture(0, seaFloorTexture);
            device.VertexDeclaration = seaFloorVertexDeclaration;
            device.VertexShader      = seaFloorVertexShader;
            device.SetStreamSource(0, seaFloorVertexBuffer, 0, DXHelp.GetTypeSize(typeof(Vertex)));
            device.Indices = seaFloorIndexBuffer;
            device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0,
                                         0, numSeaFloorVertices,
                                         0, numSeaFloorFaces);

            // Render the dolphin
            device.SetTexture(0, dolphinTexture);
            device.VertexDeclaration = dolphinVertexDeclaration;
            device.VertexShader      = dolphinVertexShader;
            device.SetStreamSource(0, dolphinVertexBuffer1, 0, DXHelp.GetTypeSize(typeof(Vertex)));
            device.SetStreamSource(1, dolphinVertexBuffer2, 0, DXHelp.GetTypeSize(typeof(Vertex)));
            device.SetStreamSource(2, dolphinVertexBuffer3, 0, DXHelp.GetTypeSize(typeof(Vertex)));
            device.Indices = dolphinIndexBuffer;
            device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0,
                                         0, numDolphinVertices,
                                         0, numDolphinFaces);

            // Now, we are going to do a 2nd pass, to alpha-blend in the caustics.
            // The caustics use a 2nd set of texture coords that are generated
            // by the vertex shaders. Lighting from the light above is used, but
            // ambient is turned off to avoid lighting objects from below (for
            // instance, we don't want caustics appearing on the dolphin's
            // underbelly). Finally, fog color is set to black, so that caustics
            // fade in distance.

            // Turn on alpha blending
            device.RenderState.AlphaBlendEnable = true;

            device.RenderState.SourceBlend      = Blend.One;
            device.RenderState.DestinationBlend = Blend.One;

            // Setup the caustic texture
            device.SetTexture(0, currentCausticTexture);

            // Set ambient and fog colors to black
            float[] fAmbientDark = { 0.0f, 0.0f, 0.0f, 0.0f };
            device.SetVertexShaderConstant(22, fAmbientDark);
            device.RenderState.FogColor = System.Drawing.Color.Black;

            // Render the caustic effects for the seafloor
            device.VertexDeclaration = seaFloorVertexDeclaration;
            device.VertexShader      = seaFloorVertexShader2;
            device.SetStreamSource(0, seaFloorVertexBuffer, 0, DXHelp.GetTypeSize(typeof(Vertex)));
            device.Indices = seaFloorIndexBuffer;
            device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0,
                                         0, numSeaFloorVertices,
                                         0, numSeaFloorFaces);

            // Finally, render the caustic effects for the dolphin
            device.VertexDeclaration = dolphinVertexDeclaration;
            device.VertexShader      = dolphinVertexShader2;
            device.SetStreamSource(0, dolphinVertexBuffer1, 0, DXHelp.GetTypeSize(typeof(Vertex)));
            device.SetStreamSource(1, dolphinVertexBuffer2, 0, DXHelp.GetTypeSize(typeof(Vertex)));
            device.SetStreamSource(2, dolphinVertexBuffer3, 0, DXHelp.GetTypeSize(typeof(Vertex)));
            device.Indices = dolphinIndexBuffer;
            device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0,
                                         0, numDolphinVertices,
                                         0, numDolphinFaces);

            // Restore modified render states
            device.RenderState.AlphaBlendEnable = false;
            device.RenderState.FogColor         = WaterColor;


            // Output statistics
            drawingFont.DrawText(2, 1, System.Drawing.Color.Yellow, frameStats);
            drawingFont.DrawText(2, 20, System.Drawing.Color.Yellow, deviceStats);

            device.EndScene();
        }