Пример #1
0
        public override WriteableBitmap Initialize(Device device)
		{
            const int width = 600;
			const int height = 400;

			// Create device and swap chain.
            var swapChainPresenter = new WpfSwapChainPresenter();
            _swapChain = device.CreateSwapChain(width, height, swapChainPresenter);
			_deviceContext = device.ImmediateContext;

			// Create RenderTargetView from the backbuffer.
			var backBuffer = Texture2D.FromSwapChain(_swapChain, 0);
			_renderTargetView = device.CreateRenderTargetView(backBuffer);

			// Create the depth buffer
			var depthBuffer = device.CreateTexture2D(new Texture2DDescription
			{
				ArraySize = 1,
				MipLevels = 1,
				Width = width,
				Height = height,
				BindFlags = BindFlags.DepthStencil
			});

			// Create the depth buffer view
			_depthView = device.CreateDepthStencilView(depthBuffer);

            // Load model.
		    var modelLoader = new ModelLoader(device, TextureLoader.CreateTextureFromStream);
            _model = modelLoader.Load("Modules/SampleBrowser/Samples/ModelLoading/Car/car.obj");

            // Compile Vertex and Pixel shaders
            var vertexShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/ModelLoading/ModelLoading.fx", "VS", "vs_4_0");
            var vertexShader = device.CreateVertexShader(vertexShaderByteCode);

            var pixelShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/ModelLoading/ModelLoading.fx", "PS", "ps_4_0");
            var pixelShader = device.CreatePixelShader(pixelShaderByteCode);

		    _model.SetInputLayout(device, vertexShaderByteCode.InputSignature);

			var sampler = device.CreateSamplerState(new SamplerStateDescription
			{
				Filter = Filter.MinMagMipPoint,
				AddressU = TextureAddressMode.Wrap,
				AddressV = TextureAddressMode.Wrap,
				AddressW = TextureAddressMode.Wrap,
				BorderColor = Color4.Black,
				ComparisonFunction = Comparison.Never,
				MaximumAnisotropy = 16,
				MipLodBias = 0,
				MinimumLod = 0,
				MaximumLod = 16,
			});

            // Create constant buffers.
            _vertexConstantBuffer = device.CreateBuffer(new BufferDescription
            {
                SizeInBytes = Utilities.SizeOf<VertexShaderData>(),
                BindFlags = BindFlags.ConstantBuffer
            });
            _pixelConstantBuffer = device.CreateBuffer(new BufferDescription
            {
                SizeInBytes = Utilities.SizeOf<PixelShaderData>(),
                BindFlags = BindFlags.ConstantBuffer
            });

			// Prepare all the stages
            _deviceContext.VertexShader.SetConstantBuffers(0, _vertexConstantBuffer);
            _deviceContext.VertexShader.Shader = vertexShader;
            _deviceContext.PixelShader.SetConstantBuffers(0, _pixelConstantBuffer);
            _deviceContext.PixelShader.Shader = pixelShader;
			_deviceContext.PixelShader.SetSamplers(0, sampler);

            _vertexShaderData = new VertexShaderData();

            _pixelShaderData = new PixelShaderData
            {
                LightDirection = new Vector4(Vector3.Normalize(new Vector3(0.5f, 0, -1)), 1)
            };
            _deviceContext.SetBufferData(_pixelConstantBuffer, ref _pixelShaderData);

		    // Setup targets and viewport for rendering
			_deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, width, height, 0.0f, 1.0f));
			_deviceContext.OutputMerger.SetTargets(_depthView, _renderTargetView);

            //_deviceContext.Rasterizer.State = device.CreateRasterizerState(new Pipeline.Rasterizer.RasterizerStateDescription
            //{
            //    FillMode = Pipeline.Rasterizer.FillMode.Wireframe
            //});

			// Prepare matrices
			_projection = Matrix.PerspectiveFovLH(MathUtil.Pi / 3.0f, 
				width / (float) height, 1f, 1000.0f);

            return swapChainPresenter.Bitmap;
		}
        public override WriteableBitmap Initialize(Device device)
		{
			// Create device and swap chain.
            var swapChainPresenter = new WpfSwapChainPresenter();
            _swapChain = device.CreateSwapChain(Width, Height, swapChainPresenter);
			_deviceContext = device.ImmediateContext;

			// Create RenderTargetView from the backbuffer.
			var backBuffer = Texture2D.FromSwapChain(_swapChain, 0);
			_renderTargetView = device.CreateRenderTargetView(backBuffer);

			// Create the depth buffer
			var depthBuffer = device.CreateTexture2D(new Texture2DDescription
			{
				ArraySize = 1,
				MipLevels = 1,
				Width = Width,
				Height = Height,
				BindFlags = BindFlags.DepthStencil
			});

			// Create the depth buffer view
			_depthView = device.CreateDepthStencilView(depthBuffer);

            // Create cube map resources.
            var cubeMapTexture = device.CreateTexture2D(new Texture2DDescription
            {
                Width = CubeMapSize,
                Height= CubeMapSize,
                ArraySize = 6,
                BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource,
                MipLevels = 1
            });
            _renderTargetViewCube = device.CreateRenderTargetView(cubeMapTexture);
            _resourceViewCube = device.CreateShaderResourceView(cubeMapTexture);
            var depthBufferCube = device.CreateTexture2D(new Texture2DDescription
            {
                ArraySize = 6,
                MipLevels = 1,
                Width = CubeMapSize,
                Height = CubeMapSize,
                BindFlags = BindFlags.DepthStencil
            });
            _depthViewCube = device.CreateDepthStencilView(depthBufferCube);

            // Load model.
		    var modelLoader = new ModelLoader(device, TextureLoader.CreateTextureFromStream);
            _model = modelLoader.Load("Modules/SampleBrowser/Samples/EnvironmentMapping/teapot.obj");

            // Compile Vertex and Pixel shaders
            var vertexShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/EnvironmentMapping/EnvironmentMapping.fx", "VS_CubeMap", "vs_4_0");
            _vertexShaderCubeMap = device.CreateVertexShader(vertexShaderByteCode);
            _vertexShaderStandard = device.CreateVertexShader(ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/EnvironmentMapping/EnvironmentMapping.fx", "VS_Standard", "vs_4_0"));

            _geometryShaderCubeMap = device.CreateGeometryShader(ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/EnvironmentMapping/EnvironmentMapping.fx", "GS_CubeMap", "gs_4_0"));

            _pixelShaderCubeMap = device.CreatePixelShader(ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/EnvironmentMapping/EnvironmentMapping.fx", "PS_CubeMap", "ps_4_0"));
            _pixelShaderStandard = device.CreatePixelShader(ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/EnvironmentMapping/EnvironmentMapping.fx", "PS_Standard", "ps_4_0"));
            _pixelShaderReflective = device.CreatePixelShader(ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/EnvironmentMapping/EnvironmentMapping.fx", "PS_Reflective", "ps_4_0"));

		    _model.SetInputLayout(device, vertexShaderByteCode.InputSignature);

            var sampler = device.CreateSamplerState(SamplerStateDescription.Default);

            // Create constant buffers.
            _vertexConstantBuffer = device.CreateBuffer(new BufferDescription
            {
                SizeInBytes = Utilities.SizeOf<VertexShaderData>(),
                BindFlags = BindFlags.ConstantBuffer
            });
            _geometryConstantBuffer = device.CreateBuffer(new BufferDescription
            {
                SizeInBytes = Utilities.SizeOf<GeometryShaderData>(),
                BindFlags = BindFlags.ConstantBuffer
            });
            var pixelConstantBuffer = device.CreateBuffer(new BufferDescription
            {
                SizeInBytes = Utilities.SizeOf<PixelShaderData>(),
                BindFlags = BindFlags.ConstantBuffer
            });

			// Prepare all the stages
            _deviceContext.VertexShader.SetConstantBuffers(0, _vertexConstantBuffer);
            _deviceContext.GeometryShader.SetConstantBuffers(0, _geometryConstantBuffer);
            _deviceContext.PixelShader.SetConstantBuffers(0, pixelConstantBuffer);
			_deviceContext.PixelShader.SetSamplers(0, sampler);

            _vertexShaderData = new VertexShaderData();

            _view1 = Matrix.LookAtLH(Vector3.Zero, new Vector3(1, 0, 0), Vector3.UnitY);
            _view2 = Matrix.LookAtLH(Vector3.Zero, new Vector3(-1, 0, 0), Vector3.UnitY);
            _view3 = Matrix.LookAtLH(Vector3.Zero, new Vector3(0, 1, 0), -Vector3.UnitZ);
            _view4 = Matrix.LookAtLH(Vector3.Zero, new Vector3(0, -1, 0), Vector3.UnitZ);
            _view5 = Matrix.LookAtLH(Vector3.Zero, new Vector3(0, 0, 1), Vector3.UnitY);
            _view6 = Matrix.LookAtLH(Vector3.Zero, new Vector3(0, 0, -1), Vector3.UnitY);

            var from = new Vector3(0, 30, 70);
            var to = new Vector3(0, 0, 0);

            // Prepare matrices
            var view = Matrix.LookAtLH(from, to, Vector3.UnitY);
            
			_projectionCube = Matrix.PerspectiveFovLH(MathUtil.PiOverTwo, 1.0f, 1f, 10000.0f);
            _projection = Matrix.PerspectiveFovLH(MathUtil.Pi / 3.0f, Width / (float) Height, 1f, 10000.0f);

            _viewProjectionCube = Matrix.Multiply(view, _projectionCube);
            _viewProjection = Matrix.Multiply(view, _projection);

            var pixelShaderData = new PixelShaderData
            {
                LightDirection = new Vector4(Vector3.Normalize(new Vector3(0.5f, 0, -1)), 1),
                EyePosition = new Vector4(from, 1)
            };
            _deviceContext.SetBufferData(pixelConstantBuffer, ref pixelShaderData);

            // Setup targets and viewport for rendering
            _deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, Width, Height, 0.0f, 1.0f));
            _deviceContext.OutputMerger.SetTargets(_depthView, _renderTargetView);

            return swapChainPresenter.Bitmap;
		}