Пример #1
0
        protected virtual void OnResetDevice()
        {
            Fps.OnResetDevice();

            Matrix projection = Matrix.PerspectiveFovLH(FieldOfView, AspectRatio, NearPlane, FarPlane);

            Device.SetTransform(TransformState.Projection, projection);
            Device.SetTransform(TransformState.View, Freelook.View);

            Device.SetRenderState(RenderState.Ambient, Ambient);

            MeshFactory.OnResetDevice();
        }
Пример #2
0
 /// <summary>
 /// Disposes of object resources.
 /// </summary>
 /// <param name="disposeManagedResources">If true, managed resources should be
 /// disposed of in addition to unmanaged resources.</param>
 protected virtual void Dispose(bool disposeManagedResources)
 {
     if (disposeManagedResources)
     {
         apiContext.Dispose();
         if (Form.IsDisposed == false)
         {
             Form.Dispose();
         }
         Fps.Dispose();
         MeshFactory.Dispose();
         PhysicsContext.Dispose();
     }
 }
Пример #3
0
        protected void RenderWithMaterial(CollisionObject body)
        {
            if ("Ground".Equals(body.UserObject))
            {
                Device.Material = GroundMaterial;
            }
            else if (body.ActivationState == ActivationState.ActiveTag)
            {
                Device.Material = ActiveMaterial;
            }
            else
            {
                Device.Material = PassiveMaterial;
            }

            MeshFactory.Render(body.CollisionShape);
        }
Пример #4
0
        void Initialize()
        {
            // shader.fx

            ShaderFlags shaderFlags = ShaderFlags.None;
            //ShaderFlags shaderFlags = ShaderFlags.Debug | ShaderFlags.SkipOptimization;
            ShaderBytecode shaderByteCode = ShaderBytecode.CompileFromFile(Application.StartupPath + "\\shader.fx", "fx_4_0", shaderFlags, EffectFlags.None);

            effect = new Effect(_device, shaderByteCode);
            EffectTechnique technique = effect.GetTechniqueByIndex(0);

            shadowGenPass  = technique.GetPassByIndex(0);
            gBufferGenPass = technique.GetPassByIndex(1);

            BufferDescription sceneConstantsDesc = new BufferDescription()
            {
                SizeInBytes    = Marshal.SizeOf(typeof(ShaderSceneConstants)),
                Usage          = ResourceUsage.Dynamic,
                BindFlags      = BindFlags.ConstantBuffer,
                CpuAccessFlags = CpuAccessFlags.Write,
                OptionFlags    = ResourceOptionFlags.None
            };

            sceneConstantsBuffer = new Buffer(_device, sceneConstantsDesc);
            EffectConstantBuffer effectConstantBuffer = effect.GetConstantBufferByName("scene");

            effectConstantBuffer.SetConstantBuffer(sceneConstantsBuffer);

            RasterizerStateDescription desc = new RasterizerStateDescription()
            {
                CullMode = CullMode.None,
                FillMode = FillMode.Solid,
                IsFrontCounterClockwise = true,
                DepthBias            = 0,
                DepthBiasClamp       = 0,
                SlopeScaledDepthBias = 0,
                IsDepthClipEnabled   = true,
            };

            _device.Rasterizer.State = new RasterizerState(_device, desc);

            DepthStencilStateDescription depthDesc = new DepthStencilStateDescription()
            {
                IsDepthEnabled   = true,
                IsStencilEnabled = false,
                DepthWriteMask   = DepthWriteMask.All,
                DepthComparison  = Comparison.Less
            };

            depthStencilState = new DepthStencilState(_device, depthDesc);

            DepthStencilStateDescription lightDepthStateDesc = new DepthStencilStateDescription()
            {
                IsDepthEnabled   = true,
                IsStencilEnabled = false,
                DepthWriteMask   = DepthWriteMask.All,
                DepthComparison  = Comparison.Less
            };

            lightDepthStencilState = new DepthStencilState(_device, lightDepthStateDesc);


            // grender.fx

            shaderByteCode = ShaderBytecode.CompileFromFile(Application.StartupPath + "\\grender.fx", "fx_4_0", shaderFlags, EffectFlags.None);

            effect2           = new Effect(_device, shaderByteCode);
            technique         = effect2.GetTechniqueByIndex(0);
            gBufferRenderPass = technique.GetPassByIndex(0);

            Buffer quad = MeshFactory.CreateScreenQuad(_device);

            quadBinding = new VertexBufferBinding(quad, 20, 0);
            Matrix quadProjection = Matrix.OrthoLH(1, 1, 0.1f, 1.0f);

            effect2.GetVariableByName("ViewProjection").AsMatrix().SetMatrix(quadProjection);

            InputElement[] elements = new InputElement[]
            {
                new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0, InputClassification.PerVertexData, 0),
                new InputElement("TEXCOORD", 0, Format.R32G32_Float, 12, 0, InputClassification.PerVertexData, 0),
            };
            quadBufferLayout = new InputLayout(_device, gBufferRenderPass.Description.Signature, elements);


            Info        = new InfoText(_device);
            meshFactory = new MeshFactory(this);

            OnInitialize();
            CreateBuffers();
            SetSceneConstants();
        }
Пример #5
0
 protected virtual void OnLostDevice()
 {
     Fps.OnLostDevice();
     MeshFactory.OnLostDevice();
 }
Пример #6
0
        public void Initialize()
        {
            Form.SizeChanged += (o, args) =>
            {
                if (_swapChain == null)
                {
                    return;
                }

                renderView.Dispose();
                depthView.Dispose();
                DisposeBuffers();

                if (Form.WindowState == FormWindowState.Minimized)
                {
                    return;
                }

                Width  = Form.ClientSize.Width;
                Height = Form.ClientSize.Height;
                _swapChain.ResizeBuffers(_swapChain.Description.BufferCount, 0, 0, Format.Unknown, 0);

                CreateBuffers();
                SetSceneConstants();
            };

            Width       = 1024;
            Height      = 768;
            NearPlane   = 1.0f;
            FarPlane    = 200.0f;
            FieldOfView = (float)Math.PI / 4;

            try
            {
                OnInitializeDevice();
            }
            catch (Exception e)
            {
                MessageBox.Show(e.ToString(), "Could not create DirectX 11 device.");
                return;
            }


            // shader.fx

            const ShaderFlags shaderFlags = ShaderFlags.None;

            //const ShaderFlags shaderFlags = ShaderFlags.Debug | ShaderFlags.SkipOptimization;

            string[] sources = { "shader.fx", "grender.fx" };
            using (var shaderByteCode = ShaderLoader.FromResource(Assembly.GetExecutingAssembly(), sources, shaderFlags))
            {
                effect = new Effect(_device, shaderByteCode);
            }
            EffectTechnique technique = effect.GetTechniqueByName("GBufferCreate");

            shadowGenPass  = technique.GetPassByName("ShadowMap");
            gBufferGenPass = technique.GetPassByName("GBufferGen");
            debugDrawPass  = technique.GetPassByName("DebugDraw");

            BufferDescription sceneConstantsDesc = new BufferDescription()
            {
                SizeInBytes    = Marshal.SizeOf(typeof(ShaderSceneConstants)),
                Usage          = ResourceUsage.Dynamic,
                BindFlags      = BindFlags.ConstantBuffer,
                CpuAccessFlags = CpuAccessFlags.Write,
                OptionFlags    = ResourceOptionFlags.None
            };

            sceneConstantsBuffer = new Buffer(_device, sceneConstantsDesc);
            EffectConstantBuffer effectConstantBuffer = effect.GetConstantBufferByName("scene");

            effectConstantBuffer.SetConstantBuffer(sceneConstantsBuffer);

            RasterizerStateDescription _rasterizerStateDesc = new RasterizerStateDescription()
            {
                CullMode             = CullMode.None,
                FillMode             = FillMode.Solid,
                DepthBias            = 0,
                DepthBiasClamp       = 0,
                SlopeScaledDepthBias = 0,
                IsDepthClipEnabled   = true,
            };

            noCullState = new RasterizerState(_device, _rasterizerStateDesc);
            _rasterizerStateDesc.CullMode = CullMode.Back;
            backCullState = new RasterizerState(_device, _rasterizerStateDesc);
            _rasterizerStateDesc.CullMode = CullMode.Front;
            frontCullState = new RasterizerState(_device, _rasterizerStateDesc);
            _immediateContext.Rasterizer.State = CullingEnabled ? backCullState : noCullState;

            DepthStencilStateDescription depthDesc = new DepthStencilStateDescription()
            {
                IsDepthEnabled   = true,
                IsStencilEnabled = false,
                DepthWriteMask   = DepthWriteMask.All,
                DepthComparison  = Comparison.Less
            };

            depthState = new DepthStencilState(_device, depthDesc);
            depthDesc.DepthWriteMask     = DepthWriteMask.Zero;
            outsideLightVolumeDepthState = new DepthStencilState(_device, depthDesc);
            depthDesc.DepthComparison    = Comparison.Greater;
            insideLightVolumeDepthState  = new DepthStencilState(_device, depthDesc);

            DepthStencilStateDescription lightDepthStateDesc = new DepthStencilStateDescription()
            {
                IsDepthEnabled   = true,
                IsStencilEnabled = false,
                DepthWriteMask   = DepthWriteMask.All,
                DepthComparison  = Comparison.Less
            };

            lightDepthStencilState = new DepthStencilState(_device, lightDepthStateDesc);


            // grender.fx
            technique               = effect.GetTechniqueByName("DeferredShader");
            gBufferRenderPass       = technique.GetPassByName("DeferredShader");
            gBufferPostProcessPass  = technique.GetPassByName("Blur");
            gBufferPostProcessPass2 = technique.GetPassByName("PostProcess");
            gBufferOverlayPass      = technique.GetPassByName("Overlay");

            lightBufferVar            = effect.GetVariableByName("lightBuffer").AsShaderResource();
            normalBufferVar           = effect.GetVariableByName("normalBuffer").AsShaderResource();
            diffuseBufferVar          = effect.GetVariableByName("diffuseBuffer").AsShaderResource();
            depthMapVar               = effect.GetVariableByName("depthMap").AsShaderResource();
            shadowLightDepthBufferVar = effect.GetVariableByName("lightDepthMap").AsShaderResource();

            sunLightDirectionVar = effect.GetVariableByName("SunLightDirection").AsVector();
            viewportWidthVar     = effect.GetVariableByName("ViewportWidth").AsScalar();
            viewportHeightVar    = effect.GetVariableByName("ViewportHeight").AsScalar();
            viewParametersVar    = effect.GetVariableByName("ViewParameters").AsVector();

            overlayViewProjectionVar = effect.GetVariableByName("OverlayViewProjection").AsMatrix();


            // light.fx
            using (var shaderByteCode = ShaderLoader.FromResource(Assembly.GetExecutingAssembly(), "light.fx", shaderFlags))
            {
                lightShader = new Effect(_device, shaderByteCode);
            }

            technique             = lightShader.GetTechniqueByIndex(0);
            lightAccumulationPass = technique.GetPassByName("Light");

            lightWorldVar          = lightShader.GetVariableByName("World").AsMatrix();
            lightPositionRadiusVar = lightShader.GetVariableByName("PositionRadius").AsVector();
            lightColorVar          = lightShader.GetVariableByName("Color").AsVector();

            lightProjectionVar     = lightShader.GetVariableByName("Projection").AsMatrix();
            lightViewVar           = lightShader.GetVariableByName("View").AsMatrix();
            lightViewInverseVar    = lightShader.GetVariableByName("ViewInverse").AsMatrix();
            lightViewportWidthVar  = lightShader.GetVariableByName("ViewportWidth").AsScalar();
            lightViewportHeightVar = lightShader.GetVariableByName("ViewportHeight").AsScalar();
            lightEyePositionVar    = lightShader.GetVariableByName("EyePosition").AsVector();
            lightViewParametersVar = lightShader.GetVariableByName("ViewParameters").AsVector();

            InputElement[] elements =
            {
                new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0, InputClassification.PerVertexData, 0),
            };
            lightVolumeInputLayout = new InputLayout(Device, lightShader.GetTechniqueByIndex(0).GetPassByName("Light").Description.Signature, elements);

            pointLightVolumeVertices = Light.CreatePointLightVolume(out pointLightVolumeIndices);
            BufferDescription vertexBufferDesc = new BufferDescription()
            {
                SizeInBytes = Vector3.SizeInBytes * pointLightVolumeVertices.Length,
                Usage       = ResourceUsage.Default,
                BindFlags   = BindFlags.VertexBuffer,
            };

            using (var data = new SharpDX.DataStream(vertexBufferDesc.SizeInBytes, false, true))
            {
                data.WriteRange(pointLightVolumeVertices);
                data.Position = 0;
                pointLightVolumeVertexBuffer = new Buffer(Device, data, vertexBufferDesc);
            }
            pointLightVolumeVertexBufferBinding = new VertexBufferBinding(pointLightVolumeVertexBuffer, 12, 0);

            BufferDescription indexBufferDesc = new BufferDescription()
            {
                SizeInBytes = sizeof(uint) * pointLightVolumeIndices.Length,
                Usage       = ResourceUsage.Default,
                BindFlags   = BindFlags.IndexBuffer
            };

            using (var data = new SharpDX.DataStream(indexBufferDesc.SizeInBytes, false, true))
            {
                data.WriteRange(pointLightVolumeIndices);
                data.Position = 0;
                pointLightVolumeIndexBuffer = new Buffer(Device, data, indexBufferDesc);
            }

            lightDepthBufferVar  = lightShader.GetVariableByName("depthBuffer").AsShaderResource();
            lightNormalBufferVar = lightShader.GetVariableByName("normalBuffer").AsShaderResource();

            lights.Add(new Light(pointLightPosition, 60, new Vector4(1, 0.95f, 0.9f, 1)));
            //lights.Add(new Light(pointLightPosition, 60, new Vector4(0, 0, 1, 1)));
            //lights.Add(new Light(new Vector3(-10, 10, 10), 30, new Vector4(1, 0, 0, 1)));
            //lights.Add(new Light(new Vector3(10, 5, -10), 20, new Vector4(0, 1, 0, 1)));
            //lights.Add(new Light(new Vector3(-10, 5, -10), 20, new Vector4(1, 0, 1, 1)));


            Info         = new InfoText(_device, 256, 256);
            _meshFactory = new MeshFactory(this);

            CreateBuffers();
        }
Пример #7
0
        void Initialize()
        {
            // shader.fx

            ShaderFlags shaderFlags = ShaderFlags.None;
            //ShaderFlags shaderFlags = ShaderFlags.Debug | ShaderFlags.SkipOptimization;
            ShaderBytecode shaderByteCode = ShaderBytecode.CompileFromFile(Application.StartupPath + "\\shader.fx", "fx_4_0", shaderFlags, EffectFlags.None);

            effect = new Effect(_device, shaderByteCode);
            EffectTechnique technique = effect.GetTechniqueByIndex(0);
            shadowGenPass = technique.GetPassByIndex(0);
            gBufferGenPass = technique.GetPassByIndex(1);

            BufferDescription sceneConstantsDesc = new BufferDescription()
            {
                SizeInBytes = Marshal.SizeOf(typeof(ShaderSceneConstants)),
                Usage = ResourceUsage.Dynamic,
                BindFlags = BindFlags.ConstantBuffer,
                CpuAccessFlags = CpuAccessFlags.Write,
                OptionFlags = ResourceOptionFlags.None
            };

            sceneConstantsBuffer = new Buffer(_device, sceneConstantsDesc);
            EffectConstantBuffer effectConstantBuffer = effect.GetConstantBufferByName("scene");
            effectConstantBuffer.SetConstantBuffer(sceneConstantsBuffer);

            RasterizerStateDescription desc = new RasterizerStateDescription()
            {
                CullMode = CullMode.None,
                FillMode = FillMode.Solid,
                IsFrontCounterClockwise = true,
                DepthBias = 0,
                DepthBiasClamp = 0,
                SlopeScaledDepthBias = 0,
                IsDepthClipEnabled = true,
            };
            _device.Rasterizer.State = new RasterizerState(_device, desc);

            DepthStencilStateDescription depthDesc = new DepthStencilStateDescription()
            {
                IsDepthEnabled = true,
                IsStencilEnabled = false,
                DepthWriteMask = DepthWriteMask.All,
                DepthComparison = Comparison.Less
            };
            depthStencilState = new DepthStencilState(_device, depthDesc);

            DepthStencilStateDescription lightDepthStateDesc = new DepthStencilStateDescription()
            {
                IsDepthEnabled = true,
                IsStencilEnabled = false,
                DepthWriteMask = DepthWriteMask.All,
                DepthComparison = Comparison.Less
            };
            lightDepthStencilState = new DepthStencilState(_device, lightDepthStateDesc);

            // grender.fx

            shaderByteCode = ShaderBytecode.CompileFromFile(Application.StartupPath + "\\grender.fx", "fx_4_0", shaderFlags, EffectFlags.None);

            effect2 = new Effect(_device, shaderByteCode);
            technique = effect2.GetTechniqueByIndex(0);
            gBufferRenderPass = technique.GetPassByIndex(0);

            Buffer quad = MeshFactory.CreateScreenQuad(_device);
            quadBinding = new VertexBufferBinding(quad, 20, 0);
            Matrix quadProjection = Matrix.OrthoLH(1, 1, 0.1f, 1.0f);
            effect2.GetVariableByName("ViewProjection").AsMatrix().SetMatrix(quadProjection);

            InputElement[] elements = new InputElement[]
            {
                new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0, InputClassification.PerVertexData, 0),
                new InputElement("TEXCOORD", 0, Format.R32G32_Float, 12, 0, InputClassification.PerVertexData, 0),
            };
            quadBufferLayout = new InputLayout(_device, gBufferRenderPass.Description.Signature, elements);

            Info = new InfoText(_device);
            meshFactory = new MeshFactory(this);

            OnInitialize();
            CreateBuffers();
            SetSceneConstants();
        }
Пример #8
0
        public void Initialize()
        {
            Form.SizeChanged += (o, args) =>
            {
                if (_swapChain == null)
                    return;

                renderView.Dispose();
                depthView.Dispose();
                DisposeBuffers();

                if (Form.WindowState == FormWindowState.Minimized)
                    return;

                Width = Form.ClientSize.Width;
                Height = Form.ClientSize.Height;
                _swapChain.ResizeBuffers(_swapChain.Description.BufferCount, 0, 0, Format.Unknown, 0);

                CreateBuffers();
                SetSceneConstants();
            };

            Width = 1024;
            Height = 768;
            NearPlane = 1.0f;
            FarPlane = 200.0f;
            FieldOfView = (float)Math.PI / 4;

            try
            {
                OnInitializeDevice();
            }
            catch (Exception e)
            {
                MessageBox.Show(e.ToString(), "Could not create DirectX 11 device.");
                return;
            }


            // shader.fx

            const ShaderFlags shaderFlags = ShaderFlags.None;
            //const ShaderFlags shaderFlags = ShaderFlags.Debug | ShaderFlags.SkipOptimization;

            string[] sources = new[] { "shader.fx", "grender.fx" };
            using (var shaderByteCode = ShaderLoader.FromResource(Assembly.GetExecutingAssembly(), sources, shaderFlags))
            {
                effect = new Effect(_device, shaderByteCode);
            }
            EffectTechnique technique = effect.GetTechniqueByName("GBufferCreate");
            shadowGenPass = technique.GetPassByName("ShadowMap");
            gBufferGenPass = technique.GetPassByName("GBufferGen");
            debugDrawPass = technique.GetPassByName("DebugDraw");

            BufferDescription sceneConstantsDesc = new BufferDescription()
            {
                SizeInBytes = Marshal.SizeOf(typeof(ShaderSceneConstants)),
                Usage = ResourceUsage.Dynamic,
                BindFlags = BindFlags.ConstantBuffer,
                CpuAccessFlags = CpuAccessFlags.Write,
                OptionFlags = ResourceOptionFlags.None
            };
            sceneConstantsBuffer = new Buffer(_device, sceneConstantsDesc);
            EffectConstantBuffer effectConstantBuffer = effect.GetConstantBufferByName("scene");
            effectConstantBuffer.SetConstantBuffer(sceneConstantsBuffer);

            RasterizerStateDescription _rasterizerStateDesc = new RasterizerStateDescription()
            {
                CullMode = CullMode.None,
                FillMode = FillMode.Solid,
                DepthBias = 0,
                DepthBiasClamp = 0,
                SlopeScaledDepthBias = 0,
                IsDepthClipEnabled = true,
            };
            noCullState = new RasterizerState(_device, _rasterizerStateDesc);
            _rasterizerStateDesc.CullMode = CullMode.Back;
            backCullState = new RasterizerState(_device, _rasterizerStateDesc);
            _rasterizerStateDesc.CullMode = CullMode.Front;
            frontCullState = new RasterizerState(_device, _rasterizerStateDesc);
            _immediateContext.Rasterizer.State = CullingEnabled ? backCullState : noCullState;

            DepthStencilStateDescription depthDesc = new DepthStencilStateDescription()
            {
                IsDepthEnabled = true,
                IsStencilEnabled = false,
                DepthWriteMask = DepthWriteMask.All,
                DepthComparison = Comparison.Less
            };
            depthState = new DepthStencilState(_device, depthDesc);
            depthDesc.DepthWriteMask = DepthWriteMask.Zero;
            outsideLightVolumeDepthState = new DepthStencilState(_device, depthDesc);
            depthDesc.DepthComparison = Comparison.Greater;
            insideLightVolumeDepthState = new DepthStencilState(_device, depthDesc);

            DepthStencilStateDescription lightDepthStateDesc = new DepthStencilStateDescription()
            {
                IsDepthEnabled = true,
                IsStencilEnabled = false,
                DepthWriteMask = DepthWriteMask.All,
                DepthComparison = Comparison.Less
            };
            lightDepthStencilState = new DepthStencilState(_device, lightDepthStateDesc);


            // grender.fx
            technique = effect.GetTechniqueByName("DeferredShader");
            gBufferRenderPass = technique.GetPassByName("DeferredShader");
            gBufferPostProcessPass = technique.GetPassByName("Blur");
            gBufferPostProcessPass2 = technique.GetPassByName("PostProcess");
            gBufferOverlayPass = technique.GetPassByName("Overlay");

            lightBufferVar = effect.GetVariableByName("lightBuffer").AsShaderResource();
            normalBufferVar = effect.GetVariableByName("normalBuffer").AsShaderResource();
            diffuseBufferVar = effect.GetVariableByName("diffuseBuffer").AsShaderResource();
            depthMapVar = effect.GetVariableByName("depthMap").AsShaderResource();
            shadowLightDepthBufferVar = effect.GetVariableByName("lightDepthMap").AsShaderResource();

            sunLightDirectionVar = effect.GetVariableByName("SunLightDirection").AsVector();
            viewportWidthVar = effect.GetVariableByName("ViewportWidth").AsScalar();
            viewportHeightVar = effect.GetVariableByName("ViewportHeight").AsScalar();
            viewParametersVar = effect.GetVariableByName("ViewParameters").AsVector();

            overlayViewProjectionVar = effect.GetVariableByName("OverlayViewProjection").AsMatrix();


            // light.fx
            using (var shaderByteCode = ShaderLoader.FromResource(Assembly.GetExecutingAssembly(), "light.fx", shaderFlags))
            {
                lightShader = new Effect(_device, shaderByteCode);
            }

            technique = lightShader.GetTechniqueByIndex(0);
            lightAccumulationPass = technique.GetPassByName("Light");

            lightWorldVar = lightShader.GetVariableByName("World").AsMatrix();
            lightPositionRadiusVar = lightShader.GetVariableByName("PositionRadius").AsVector();
            lightColorVar = lightShader.GetVariableByName("Color").AsVector();

            lightProjectionVar = lightShader.GetVariableByName("Projection").AsMatrix();
            lightViewVar = lightShader.GetVariableByName("View").AsMatrix();
            lightViewInverseVar = lightShader.GetVariableByName("ViewInverse").AsMatrix();
            lightViewportWidthVar = lightShader.GetVariableByName("ViewportWidth").AsScalar();
            lightViewportHeightVar = lightShader.GetVariableByName("ViewportHeight").AsScalar();
            lightEyePositionVar = lightShader.GetVariableByName("EyePosition").AsVector();
            lightViewParametersVar = lightShader.GetVariableByName("ViewParameters").AsVector();

            InputElement[] elements = new InputElement[]
            {
                new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0, InputClassification.PerVertexData, 0),
            };
            lightVolumeInputLayout = new InputLayout(Device, lightShader.GetTechniqueByIndex(0).GetPassByName("Light").Description.Signature, elements);

            pointLightVolumeVertices = Light.CreatePointLightVolume(out pointLightVolumeIndices);
            BufferDescription vertexBufferDesc = new BufferDescription()
            {
                SizeInBytes = Vector3.SizeInBytes * pointLightVolumeVertices.Length,
                Usage = ResourceUsage.Default,
                BindFlags = BindFlags.VertexBuffer,
            };

            using (var data = new SharpDX.DataStream(vertexBufferDesc.SizeInBytes, false, true))
            {
                data.WriteRange(pointLightVolumeVertices);
                data.Position = 0;
                pointLightVolumeVertexBuffer = new Buffer(Device, data, vertexBufferDesc);
            }
            pointLightVolumeVertexBufferBinding = new VertexBufferBinding(pointLightVolumeVertexBuffer, 12, 0);

            BufferDescription indexBufferDesc = new BufferDescription()
            {
                SizeInBytes = sizeof(uint) * pointLightVolumeIndices.Length,
                Usage = ResourceUsage.Default,
                BindFlags = BindFlags.IndexBuffer
            };
            using (var data = new SharpDX.DataStream(indexBufferDesc.SizeInBytes, false, true))
            {
                data.WriteRange(pointLightVolumeIndices);
                data.Position = 0;
                pointLightVolumeIndexBuffer = new Buffer(Device, data, indexBufferDesc);
            }

            lightDepthBufferVar = lightShader.GetVariableByName("depthBuffer").AsShaderResource();
            lightNormalBufferVar = lightShader.GetVariableByName("normalBuffer").AsShaderResource();

            lights.Add(new Light(pointLightPosition, 60, new Vector4(1, 0.95f, 0.9f, 1)));
            //lights.Add(new Light(pointLightPosition, 60, new Vector4(0, 0, 1, 1)));
            //lights.Add(new Light(new Vector3(-10, 10, 10), 30, new Vector4(1, 0, 0, 1)));
            //lights.Add(new Light(new Vector3(10, 5, -10), 20, new Vector4(0, 1, 0, 1)));
            //lights.Add(new Light(new Vector3(-10, 5, -10), 20, new Vector4(1, 0, 1, 1)));


            Info = new InfoText(_device, 256, 256);
            _meshFactory = new MeshFactory(this);

            CreateBuffers();
        }