public static DeferredMeshesRenderer InitDefaultMeshRenderer(DX11Game game, GBuffer gBuffer)
        {
            var texturePool = new TexturePool(game);

            var renderer = new DeferredMeshesRenderer(game, gBuffer, texturePool);

            return(renderer);
        }
        public void BasicBalTest()
        {
            Emitter  emit;
            DX11Game game = new DX11Game();

            game.InitDirectX();


            var texPool                 = new TexturePool(game);
            var testTexture             = GetTestTexture();
            BallParticleCreater creater = new BallParticleCreater();
            //SimpleParticleCreater creater = new SimpleParticleCreater();
            EmitterParameters param = new EmitterParameters();

            param.texture         = testTexture;
            param.particleCreater = creater;
            emit = new Emitter(texPool, game, param, 800, 600);//note: again screen size
            //game.Wpf.CreateClassForm(param);
            Seeder seed  = new Seeder(54);
            var    curve = Curve3D.CreateTestCurve();



            emit.Initialize();
            emit.InitializeRender();


            emit.CreateRenderData();
            emit.SetRenderData();
            emit.SetPosition(Vector3.Zero);
            float dist = 0;

            game.GameLoopEvent += delegate
            {
                // emit.setShader();
                emit.Update();
                if (dist > 100)
                {
                    dist = 0;
                }
                else
                {
                    dist += game.Elapsed * 1;
                }
                //emit.SetPosition(new Vector3(dist, 0, 0));
                Temp(dist, emit, curve);

                //Draw part

                //game.GraphicsDevice.Clear(Color.Black);
                game.Device.ImmediateContext.Rasterizer.State = game.HelperStates.RasterizerShowAll;
                emit.Render(game.SpectaterCamera.ViewProjection, game.SpectaterCamera.ViewInverse);
            };



            game.Run();
        }
Пример #3
0
        public void TestHorizonSSAO()
        {
            var c = new OBJToRAMMeshConverter(new RAMTextureFactory());

            var mesh = DefaultMeshes.CreateMerchantsHouseMesh(c);

            var game = new DX11Game();

            game.InitDirectX();
            var context = game.Device.ImmediateContext;


            var texturePool = new TexturePool(game);

            var gBuffer = new GBuffer(game.Device, 800, 600);

            var renderer = new DeferredMeshesRenderer(game, gBuffer, texturePool);

            var ssao = new HorizonSSAORenderer(game, 800, 600);

            var el = renderer.AddMesh(mesh);

            el.WorldMatrix = SlimDX.Matrix.Translation(MathHelper.Right * 0 * 2 + SlimDX.Vector3.UnitZ * 0 * 2);


            game.GameLoopEvent += delegate
            {
                gBuffer.Clear();
                gBuffer.SetTargetsToOutputMerger();

                renderer.Draw();

                ssao.OnFrameRender(gBuffer.DepthRV, gBuffer.NormalRV);


                context.ClearState();
                game.SetBackbuffer();


                if (game.Keyboard.IsKeyDown(Key.I))
                {
                    GBufferTest.DrawGBuffer(game, gBuffer);
                }
                else
                {
                    game.TextureRenderer.Draw(ssao.MSsaoBuffer.pSRV, new SlimDX.Vector2(0, 0),
                                              new SlimDX.Vector2(800, 600));
                }
            };

            game.Run();
        }
        public void FlameTest()
        {
            Emitter  emit;
            DX11Game game = new DX11Game();

            game.InitDirectX();
            FlameParticleCreater creater;
            //game.DrawFps = true;

            //var pool = new VertexDeclarationPool();
            //pool.SetVertexElements<Emitter.ParticleVertex>(Emitter.ParticleVertex.VertexElements);
            var texPool     = new TexturePool(game);
            var testTexture = GetTestTexture();

            creater = new FlameParticleCreater();
            EmitterParameters param = new EmitterParameters();

            param.EffectName      = "calculateFlame";
            param.texture         = testTexture;
            param.particleCreater = creater;
            emit = new Emitter(texPool, game, param, 800, 600);
            Seeder seed = new Seeder(54);

            var curve = Curve3D.CreateTestCurve();


            //texPool.Initialize(game);
            //pool.Initialize(game);

            emit.Initialize();
            emit.InitializeRender();


            emit.CreateRenderData();
            emit.SetRenderData();
            //emit.AddParticles(creater,1);

            float dist = 0;

            game.GameLoopEvent += delegate
            {
                dist += game.Elapsed;
                // emit.setShader();
                //Temp(dist, emit, curve);

                //setColors(emit);
                emit.Update();
                emit.Render(game.SpectaterCamera.ViewProjection, game.SpectaterCamera.ViewInverse);
            };

            game.Run();
        }
        public void TestMeshRendererSimple()
        {
            var game = new DX11Game();

            game.InitDirectX();
            var context = game.Device.ImmediateContext;

            var mesh = RenderingTestsHelper.CreateSimpleTestMesh();

            var texturePool = new TexturePool(game);

            var gBuffer = new GBuffer(game.Device, 800, 600);

            var renderer = new DeferredMeshesRenderer(game, gBuffer, texturePool);


            DeferredMeshElement middle = null;

            for (int i = 0; i < 50; i++)
            {
                for (int j = 0; j < 50; j++)
                {
                    var el = renderer.AddMesh(mesh);
                    el.WorldMatrix = Matrix.Translation(MathHelper.Right * i * 2 + Vector3.UnitZ * j * 2);

                    if (i > 20 && i < 30 && j > 20 && j < 30)
                    {
                        el.Delete();
                    }
                }
            }

            game.GameLoopEvent += delegate
            {
                gBuffer.Clear();
                gBuffer.SetTargetsToOutputMerger();

                context.Rasterizer.State = game.HelperStates.RasterizerShowAll;

                renderer.Draw();

                context.ClearState();
                game.SetBackbuffer();

                GBufferTest.DrawGBuffer(game, gBuffer);
            };


            game.Run();
        }
Пример #6
0
        public void TestDeferredMeshRendererRenderCity()
        {
            var c = new OBJToRAMMeshConverter(new RAMTextureFactory());


            var importer = new ObjImporter();

            importer.AddMaterialFileStream("Town001.mtl", new FileStream("../../bin/GameData/Core/Town/OBJ03/Town001.mtl", FileMode.Open));
            importer.ImportObjFile("../../bin/GameData/Core/Town/OBJ03/Town001.obj");

            var mesh = c.CreateMesh(importer);

            var game = new DX11Game();

            game.InitDirectX();
            var context = game.Device.ImmediateContext;


            var texturePool = new MHGameWork.TheWizards.Graphics.SlimDX.Rendering.Deferred.TexturePool(game);

            var gBuffer = new GBuffer(game.Device, 800, 600);

            var renderer = new DeferredMeshesRenderer(game, gBuffer, texturePool);



            var el = renderer.AddMesh(mesh);

            el.WorldMatrix = global::SlimDX.Matrix.Translation(MathHelper.Right * 0 * 2 + global::SlimDX.Vector3.UnitZ * 0 * 2);


            game.GameLoopEvent += delegate
            {
                gBuffer.Clear();
                gBuffer.SetTargetsToOutputMerger();

                renderer.Draw();

                context.ClearState();
                game.SetBackbuffer();

                GBufferTest.DrawGBuffer(game, gBuffer);
            };
            global::SlimDX.Configuration.EnableObjectTracking = false;

            game.Run();
        }
Пример #7
0
        public void TestLoadTexture()
        {
            DX11Game game = new DX11Game();
            var      pool = new TexturePool(game);

            RAMTexture tex = RenderingTestsHelper.GetTestTexture();

            game.GameLoopEvent += delegate
            {
                //We should do this ACTUALLY in real usage situations, but it proves we cache the data.
                int row   = 0;
                int col   = 0;
                int width = 10;
                for (int i = 0; i < 100; i++)
                {
                    row = i / width;
                    col = i % width;
                    game.TextureRenderer.Draw(pool.LoadTexture(tex), new Vector2(10 + col * 40, 10 + row * 40), new Vector2(40, 40));
                }
            };

            game.Run();
        }
Пример #8
0
        public void TestCullerObjects()
        {
            var game = new DX11Game();

            game.InitDirectX();
            Vector3       radius = new Vector3(100, 1000, 100);
            FrustumCuller culler = new FrustumCuller(new BoundingBox(-radius, radius), 6);

            var mesh = RenderingTestsHelper.CreateSimpleTestMesh();

            var texturePool = new TexturePool(game);

            var gBuffer = new GBuffer(game.Device, 800, 600);

            var renderer = new DeferredMeshesRenderer(game, gBuffer, texturePool);
            var final    = new CombineFinalRenderer(game, gBuffer);



            DeferredMeshElement middle = null;

            for (int i = 0; i < 50; i++)
            {
                for (int j = 0; j < 50; j++)
                {
                    var el = renderer.AddMesh(mesh);
                    el.WorldMatrix = Matrix.Translation(MathHelper.Right * i * 2 + Vector3.UnitZ * j * 2);

                    if (i > 20 && i < 30 && j > 20 && j < 30)
                    {
                        el.Delete();
                    }
                    else
                    {
                        culler.AddCullable(el);
                    }
                }
            }

            QuadTreeVisualizer visualizer = new QuadTreeVisualizer();

            List <TestCullObject> cullObjects = new List <TestCullObject>();



            SpectaterCamera cullCam = new SpectaterCamera(10f, 80);

            cullCam.Positie         = new Vector3(8, 10, 8);
            cullCam.EnableUserInput = false;

            bool rotate = true;

            int selectedNode = -1;

            var view = culler.CreateView();


            game.GameLoopEvent +=
                delegate
            {
                view.UpdateVisibility(cullCam.ViewProjection);
                var visibleCullables = view.GetVisibleCullables();

                if (rotate)
                {
                    cullCam.AngleHorizontal += game.Elapsed * MathHelper.Pi * (1 / 8f);
                }

                if (game.Keyboard.IsKeyPressed(Key.NumberPadPlus))
                {
                    selectedNode++;
                }
                if (game.Keyboard.IsKeyPressed(Key.NumberPadMinus))
                {
                    selectedNode--;
                }

                if (game.Keyboard.IsKeyPressed(Key.Return))
                {
                    int count = -1;
                    visualizer.RenderNodeGroundBoundig(game, culler.RootNode,
                                                       delegate(FrustumCuller.CullNode node, out Color4 col)
                    {
                        col = Color.Red.dx();
                        count++;
                        if (count == selectedNode)
                        {
                            node.Tag = "SELECTED!";
                        }
                        return(count == selectedNode);
                    });
                }

                if (game.Keyboard.IsKeyPressed(Key.NumberPad0))
                {
                    rotate = !rotate;
                }



                gBuffer.Clear();
                gBuffer.SetTargetsToOutputMerger();
                renderer.Draw();

                game.Device.ImmediateContext.ClearState();
                game.SetBackbuffer();

                final.DrawCombined();


                game.LineManager3D.AddViewFrustum(new BoundingFrustum(cullCam.ViewProjection), Color.White.dx());
                for (int i = 0; i < visibleCullables.Count; i++)
                {
                    game.LineManager3D.AddBox(visibleCullables[i].BoundingBox, Color.Red.dx());
                }
                visualizer.RenderNodeGroundBoundig(game, culler.RootNode,
                                                   delegate(FrustumCuller.CullNode node, out Color4 col)
                {
                    col = Color.Green.dx();

                    return(!view.IsNodeVisible(node));
                });

                visualizer.RenderNodeGroundBoundig(game, culler.RootNode,
                                                   delegate(FrustumCuller.CullNode node, out Color4 col)
                {
                    col = Color.Orange.dx();

                    return(view.IsNodeVisible(node));
                });

                cullCam.Update(game.Elapsed, game.Keyboard, game.Mouse);


                /*int count = -1;
                 * visualizer.RenderNodeGroundBoundig(game, culler.RootNode,
                 * delegate(Culler.CullNode node, out Color col)
                 * {
                 *  col = Color.Red;
                 *  count++;
                 *  return count == selectedNode;
                 * });*/
            };



            game.Run();
        }
        public void TestMeshRendererSimpleCulling()
        {
            var game = new DX11Game();

            game.InitDirectX();
            var context = game.Device.ImmediateContext;

            var mesh = RenderingTestsHelper.CreateSimpleTestMesh();

            var texturePool = new TexturePool(game);

            var gBuffer = new GBuffer(game.Device, 800, 600);

            var renderer = new DeferredMeshesRenderer(game, gBuffer, texturePool);


            DeferredMeshElement middle = null;



            Vector3             radius = new Vector3(100, 1000, 100);
            FrustumCullerSimple culler = new FrustumCullerSimple(new BoundingBox(-radius, radius), 5);

            //QuadTreeVisualizer visualizer = new QuadTreeVisualizer();


            SpectaterCamera cullCam = new SpectaterCamera(10f, 80);

            cullCam.Positie         = new Vector3(8, 10, 8);
            cullCam.EnableUserInput = false;

            SpectaterCamera renderCam = game.SpectaterCamera;

            culler.CullCamera = cullCam;

            throw new NotImplementedException();
            //renderer.Culler = culler;

            bool rotate       = true;
            int  selectedNode = -1;



            for (int i = 0; i < 50; i++)
            {
                for (int j = 0; j < 50; j++)
                {
                    var el = renderer.AddMesh(mesh);
                    el.WorldMatrix = Matrix.Translation(MathHelper.Right * i * 2 + Vector3.UnitZ * j * 2);

                    if (i > 20 && i < 30 && j > 20 && j < 30)
                    {
                        el.Delete();
                    }
                }
            }
            game.GameLoopEvent += delegate
            {
                culler.UpdateVisibility();

                if (rotate)
                {
                    cullCam.AngleHorizontal += game.Elapsed * MathHelper.Pi * (1 / 8f);
                }
                cullCam.Update(game.Elapsed, game.Keyboard, game.Mouse);
                if (game.Keyboard.IsKeyPressed(Key.NumberPadPlus))
                {
                    selectedNode++;
                }
                if (game.Keyboard.IsKeyPressed(Key.NumberPadMinus))
                {
                    selectedNode--;
                }

                if (game.Keyboard.IsKeyPressed(Key.Return))
                {
                    int count = -1;
                    //visualizer.RenderNodeGroundBoundig(game, culler.RootNode,
                    //delegate(FrustumCuller.CullNode node, out Color col)
                    //{
                    //    col = Color.Red;
                    //    count++;
                    //    if (count == selectedNode)
                    //    {
                    //        node.Tag = "SELECTED!";
                    //    }
                    //    return count == selectedNode;
                    //});
                }

                if (game.Keyboard.IsKeyPressed(Key.NumberPad0))
                {
                    rotate = !rotate;
                }


                game.LineManager3D.AddViewFrustum(new BoundingFrustum(cullCam.ViewProjection), new Color4());
                //for (int i = 0; i < cullObjects.Count; i++)
                //{
                //    game.LineManager3D.AddBox(cullObjects[i].BoundingBox, Color.Red);
                //}
                //visualizer.RenderNodeGroundBoundig(game, culler.RootNode,
                //    delegate(FrustumCuller.CullNode node, out Color col)
                //    {
                //        if (node.Visible)
                //        {
                //            col = Color.Orange;
                //        }
                //        else
                //        {
                //            col = Color.Green;

                //        }

                //        return true;
                //    });



                gBuffer.Clear();
                gBuffer.SetTargetsToOutputMerger();

                context.Rasterizer.State = game.HelperStates.RasterizerShowAll;

                renderer.Draw();

                context.ClearState();
                game.SetBackbuffer();

                GBufferTest.DrawGBuffer(game, gBuffer);
            };

            game.Run();
        }