private void Form1_Load(object sender, EventArgs e) { context3D = new Context3D(); System.Drawing.Bitmap bitmap = new Bitmap(pictureBox1.Width, pictureBox1.Height, System.Drawing.Imaging.PixelFormat.Format32bppArgb); RenderTargetAdapter renderBufferAdapter = new RenderTargetAdapter(bitmap, pictureBox1); context3D.configureBackBuffer(pictureBox1.Width, pictureBox1.Height, renderBufferAdapter); pictureBox1.Image = bitmap; var triangles = new uint[] { 2, 1, 0, //front face 3, 2, 0, 4, 7, 5, //bottom face 7, 6, 5, 8, 11, 9, //back face 9, 11, 10, 12, 15, 13, //top face 13, 15, 14, 16, 19, 17, //left face 17, 19, 18, 20, 23, 21, //right face 21, 23, 22 }; indexList = context3D.createIndexBuffer(triangles.Length); indexList.uploadFromVector(triangles); var vertexData = new Vertex[] { // x,y,z r,g,b format // 0,0,0, 1,0,0, //front face // 0,1,0, 1,0,0, //1,1,0, 1,0,0, //1,0,0, 1,0,0, //0,0,0, 0,1,0, //bottom face // 1,0,0, 0,1,0, //1,0,1, 0,1,0, //0,0,1, 0,1,0, //0,0,1, 1,0,0, //back face // 1,0,1, 1,0,0, //1,1,1, 1,0,0, //0,1,1, 1,0,0, //0,1,1, 0,1,0, //top face // 1,1,1, 0,1,0, //1,1,0, 0,1,0, //0,1,0, 0,1,0, //0,1,1, 0,0,1, //left face // 0,1,0, 0,0,1, //0,0,0, 0,0,1, //0,0,1, 0,0,1, //1,1,0, 0,0,1, //right face // 1,1,1, 0,0,1, //1,0,1, 0,0,1, //1,0,0, 0,0,1 new Vertex() { vertex = new float3(0, 0, 0), color = new float3(1, 0, 0) }, //front face new Vertex() { vertex = new float3(0, 1, 0), color = new float3(1, 0, 0) }, new Vertex() { vertex = new float3(1, 1, 0), color = new float3(1, 0, 0) }, new Vertex() { vertex = new float3(1, 0, 0), color = new float3(1, 0, 0) }, new Vertex() { vertex = new float3(0, 0, 0), color = new float3(0, 1, 0) }, //bottom face new Vertex() { vertex = new float3(1, 0, 0), color = new float3(0, 1, 0) }, new Vertex() { vertex = new float3(1, 0, 1), color = new float3(0, 1, 0) }, new Vertex() { vertex = new float3(0, 0, 1), color = new float3(0, 1, 0) }, new Vertex() { vertex = new float3(0, 0, 1), color = new float3(1, 0, 0) }, //back face new Vertex() { vertex = new float3(1, 0, 1), color = new float3(1, 0, 0) }, new Vertex() { vertex = new float3(1, 1, 1), color = new float3(1, 0, 0) }, new Vertex() { vertex = new float3(0, 1, 1), color = new float3(1, 0, 0) }, new Vertex() { vertex = new float3(0, 1, 1), color = new float3(0, 1, 0) }, //top face new Vertex() { vertex = new float3(1, 1, 1), color = new float3(0, 1, 0) }, new Vertex() { vertex = new float3(1, 1, 0), color = new float3(0, 1, 0) }, new Vertex() { vertex = new float3(0, 1, 0), color = new float3(0, 1, 0) }, new Vertex() { vertex = new float3(0, 1, 1), color = new float3(0, 0, 1) }, //left face new Vertex() { vertex = new float3(0, 1, 0), color = new float3(0, 0, 1) }, new Vertex() { vertex = new float3(0, 0, 0), color = new float3(0, 0, 1) }, new Vertex() { vertex = new float3(0, 0, 1), color = new float3(0, 0, 1) }, new Vertex() { vertex = new float3(1, 1, 0), color = new float3(0, 0, 1) }, //right face new Vertex() { vertex = new float3(1, 1, 1), color = new float3(0, 0, 1) }, new Vertex() { vertex = new float3(1, 0, 1), color = new float3(0, 0, 1) }, new Vertex() { vertex = new float3(1, 0, 0), color = new float3(0, 0, 1) }, }; vertexes = context3D.createVertexBuffer(24); vertexes.uploadFromVector(vertexData); var program3d = context3D.createProgram(); program3d.upload(new programs.test1.VShader(), new programs.test1.FShader()); context3D.setProgram(program3d); }
public Texture(Context3D context, int width, int height, string format, bool optimizeForRenderToTexture, int streamingLevels) { throw new NotImplementedException(); }
// // Methods // public RectangleTexture(Context3D context) : base(context, TextureTarget.Texture2D) { }
public ApplicationSprite() { // Set the default stage behavior stage.scaleMode = StageScaleMode.NO_SCALE; stage.align = StageAlign.TOP_LEFT; // Request a 3D context instance stage3D = stage.stage3Ds[0]; //stage3D.addEventListener(Event.CONTEXT3D_CREATE, contextReady, false, 0, true); stage3D.context3DCreate += delegate { //stage3D.removeEventListener(Event.CONTEXT3D_CREATE, contextReady); // Get the new context context = stage3D.context3D; //trace("Got context! " + context); // Configure back buffer context.configureBackBuffer(DefaultWidth, DefaultHeight, 2, true); context.setCulling(Context3DTriangleFace.BACK); stage3D.x = stage3D.y = 0; // Prepare vertex data: x,y,z, nx,ny,nz, u,v (position, normal, texture) Vector<double> vertexData = new double[] { 0.5, 0.5, -0.5, 0,0,-1, 1,0, // Front -0.5, 0.5, -0.5, 0,0,-1, 0,0, // -0.5, -0.5, -0.5, 0,0,-1, 0,1, // 0.5, -0.5, -0.5, 0,0,-1, 1,1, // 0.5, -0.5, -0.5, 0,-1,0, 1,0, // Bottom -0.5, -0.5, -0.5, 0,-1,0, 0,0, // -0.5, -0.5, 0.5, 0,-1,0, 0,1, // 0.5, -0.5, 0.5, 0,-1,0, 1,1, // -0.5, 0.5, 0.5, 0,0,1, 1,0, // Back 0.5, 0.5, 0.5, 0,0,1, 0,0, // 0.5, -0.5, 0.5, 0,0,1, 0,1, // -0.5, -0.5, 0.5, 0,0,1, 1,1, // -0.5, 0.5, 0.5, 0,1,0, 1,0, // Top 0.5, 0.5, 0.5, 0,1,0, 0,0, // 0.5, 0.5, -0.5, 0,1,0, 0,1, // -0.5, 0.5, -0.5, 0,1,0, 1,1, // -0.5, 0.5, -0.5, -1,0,0, 1,0, // Left -0.5, 0.5, 0.5, -1,0,0, 0,0, // -0.5, -0.5, 0.5, -1,0,0, 0,1, // -0.5, -0.5, -0.5, -1,0,0, 1,1, // 0.5, 0.5, 0.5, 1,0,0, 1,0, // Right 0.5, 0.5, -0.5, 1,0,0, 0,0, // 0.5, -0.5, -0.5, 1,0,0, 0,1, // 0.5, -0.5, 0.5, 1,0,0, 1,1 // }; Vector<uint> indexData = new uint[] { 0, 1, 2, 0, 2, 3, // Front face 4, 5, 6, 4, 6, 7, // Bottom face 8, 9, 10, 8, 10, 11, // Back face 14, 13, 12, 15, 14, 12, // Top face 16, 17, 18, 16, 18, 19, // Left face 20, 21, 22, 20, 22, 23 // Right face }; // Prep the bitmap data to be used as a texture var texture = new ActionScript.Images.box().bitmapData; // Prepare a shader for rendering shader = new LightedRender(); shader.upload(context); shader.setGeometry(vertexData, indexData, texture); // The projection defines a 3D perspective to be rendered projection = new PerspectiveMatrix3D(); projection.perspectiveFieldOfViewRH(45, (double)DefaultWidth / (double)DefaultHeight, 1, 500); // The pivot will keep track of the model's current rotation pivot = new Vector3D(); // Prepare a matrix which we'll use to apply transformations to the model modelMatrix = new Matrix3D(); modelMatrix.identity(); modelMatrix.appendRotation(45, Vector3D.X_AXIS, pivot); modelMatrix.appendRotation(45, Vector3D.Y_AXIS, pivot); modelMatrix.appendRotation(45, Vector3D.Z_AXIS, pivot); // The view matrix will contain the concatenation of all transformations viewMatrix = new Matrix3D(); // Prepare lighting lightColor = new Vector3D(0.95, 0.80, 0.55, 0.8); // R,G,B,strength ambient = new Vector3D(0.00, 0.05, 0.1); lightPos = new Vector3D(1.0, 1.0, -4.0, 0.2); // Start rendering frames //addEventListener(Event.ENTER_FRAME, renderFrame, false, 0, true); this.enterFrame += delegate { // Clear away the old frame render context.clear(0.05, 0.12, 0.18); // Dark grey background // Rotate the model matrix modelMatrix.appendRotation(0.4, Vector3D.X_AXIS, pivot); modelMatrix.appendRotation(0.3, Vector3D.Y_AXIS, pivot); // Calculate the view matrix, and run the shader program! viewMatrix.identity(); viewMatrix.append(modelMatrix); viewMatrix.appendTranslation(0, 0, -2); viewMatrix.append(projection); viewMatrix.transpose(); shader.render(viewMatrix, lightPos, lightColor, ambient); // Show the newly rendered frame on screen context.present(); }; // Created with EasyAGAL! //var bitmap:Bitmap = new createdWith(); //bitmap.y = CONTEXT_HEIGHT - bitmap.height; //addChild(bitmap); }; stage3D.requestContext3D(Context3DRenderMode.AUTO); //trace("Awaiting context..."); }
private void Form1_Load(object sender, EventArgs e) { context3D = new Context3D(); System.Drawing.Bitmap bitmap = new Bitmap(pictureBox1.Width, pictureBox1.Height, System.Drawing.Imaging.PixelFormat.Format32bppArgb); RenderTargetAdapter renderBufferAdapter = new RenderTargetAdapter(bitmap, pictureBox1); context3D.configureBackBuffer(pictureBox1.Width, pictureBox1.Height, renderBufferAdapter); pictureBox1.BackgroundImage = bitmap; System.Drawing.Bitmap debuglayer = new Bitmap(pictureBox1.Width, pictureBox1.Height, System.Drawing.Imaging.PixelFormat.Format32bppArgb); RenderTargetAdapter debuggerAdapter = new RenderTargetAdapter(debuglayer, pictureBox1); pictureBox1.Image = debuglayer; context3D.debugLayerAdapter = debuggerAdapter; Assimp.AssimpContext importer = new Assimp.AssimpContext(); scene = importer.ImportFile("../../../models/cube.fbx", Assimp.PostProcessSteps.MakeLeftHanded | Assimp.PostProcessSteps.Triangulate //| Assimp.PostProcessSteps.GenerateSmoothNormals | Assimp.PostProcessSteps.CalculateTangentSpace //| Assimp.PostProcessSteps.PreTransformVertices ); lst_indexList = new List <IndexBuffer3D>(); lst_vertexes = new List <VertexBuffer3D>(); //var texture = context3D.createTexture(474, 474); //texture.uploadFromByteArray(SceneUtils.LoadBitmapData("../../../models/texs/th.jpg"), 0); var texture = MiniRender.textures.Texture.white; //SceneUtils.MakeAndUploadTexture(context3D, "../../../models/texs/duckCM.bmp"); texture.AutoGenMipMap(); context3D.setTextureAt(0, texture); context3D.setSamplerStateAt(0, Context3DWrapMode.REPEAT, Context3DTextureFilter.LINEAR, Context3DMipFilter.MIPLINEAR); //设置matcap var matcap = SceneUtils.MakeAndUploadTexture(context3D, "../../../models/texs/MaCrea_3.png"); matcap.AutoGenMipMap(); context3D.setTextureAt(1, matcap); context3D.setSamplerStateAt(1, Context3DWrapMode.CLAMP, Context3DTextureFilter.LINEAR, Context3DMipFilter.MIPLINEAR); //设置法线 var normalmap = MiniRender.textures.Texture.planeNormal; //SceneUtils.MakeAndUploadTexture(context3D, "../../../models/texs/Robot_Normal.png"); normalmap.AutoGenMipMap(); context3D.setTextureAt(2, normalmap); context3D.setSamplerStateAt(2, Context3DWrapMode.REPEAT, Context3DTextureFilter.LINEAR, Context3DMipFilter.MIPNEAREST); //设置粗糙度与金属性贴图 var metallic = SceneUtils.MakeAndUploadTexture(context3D, "../../../models/texs/jian_2_m.png"); metallic.AutoGenMipMap(); context3D.setTextureAt(3, metallic); context3D.setSamplerStateAt(3, Context3DWrapMode.REPEAT, Context3DTextureFilter.LINEAR, Context3DMipFilter.MIPNEAREST); for (int k = 0; k < scene.MeshCount; k++) { var mesh = scene.Meshes[k]; var vs = mesh.Vertices; var indices = mesh.GetUnsignedIndices(); var normals = mesh.Normals; var tangents = mesh.Tangents; var coords = mesh.TextureCoordinateChannels[0]; var indexList = context3D.createIndexBuffer(indices.Length); indexList.uploadFromVector(indices); lst_indexList.Add(indexList); List <Vertex> vertices = new List <Vertex>(); for (int i = 0; i < vs.Count; i++) { vertices.Add( new Vertex() { vertex = new float3(vs[i].X, vs[i].Y, vs[i].Z) * 3 } ); } if (mesh.HasNormals) { for (int i = 0; i < vs.Count; i++) { vertices[i].normal = (new float3(normals[i].X, normals[i].Y, normals[i].Z)); } } if (mesh.HasTangentBasis) { for (int i = 0; i < vs.Count; i++) { vertices[i].tangent = new float3(tangents[i].X, tangents[i].Y, tangents[i].Z); } } if (mesh.HasTextureCoords(0)) { for (int i = 0; i < vs.Count; i++) { vertices[i].uv = new float3(coords[i].X, coords[i].Y, coords[i].Z); } } if (mesh.HasVertexColors(0)) { var color = mesh.VertexColorChannels[0]; for (int i = 0; i < vs.Count; i++) { vertices[i].color = new float4(color[i].R, color[i].G, color[i].B, color[i].A); } } var vertexes = context3D.createVertexBuffer(vertices.Count); vertexes.uploadFromVector(vertices.ToArray()); lst_vertexes.Add(vertexes); } var program3d = context3D.createProgram(); fShader = new programs.test3.FShader_Metallic(); program3d.upload(new programs.test4.VShader_Bump(), new programs.test4.FShader_Bump() //fShader ); context3D.setProgram(program3d); }
public ApplicationSprite() { // Set the default stage behavior stage.scaleMode = StageScaleMode.NO_SCALE; stage.align = StageAlign.TOP_LEFT; // Request a 3D context instance stage3D = stage.stage3Ds[0]; //stage3D.addEventListener(Event.CONTEXT3D_CREATE, contextReady, false, 0, true); stage3D.context3DCreate += e => { //stage3D.removeEventListener(Event.CONTEXT3D_CREATE, contextReady); //trace("Got context!"); // Get the new context context = stage3D.context3D; // Configure back buffer context.configureBackBuffer(CONTEXT_WIDTH, CONTEXT_HEIGHT, 2, true); stage3D.x = stage3D.y = 0; // Prepare vertex data Vector<double> vertexData = new[]{ -0.5, -0.5, 0, 1.0, 0.0, 0.0, //<- 1st vertex x,y,z, r,g,b -0.5, 0.5, 0, 0.0, 1.0, 0.0, //<- 2nd vertex x,y,z, r,g,b 0.5, 0.0, 0, 0.0, 0.0, 1.0 //<- 3rd vertex x,y,z, r,g,b }; // Connect the vertices into a triangle (in counter-clockwise order) Vector<uint> indexData = new uint[] { 0, 1, 2 }; // Prepare a shader for rendering shader = new BasicRender(); shader.upload(context); shader.setGeometry(vertexData, indexData); // ...and start rendering frames! //addEventListener(Event.ENTER_FRAME, renderFrame, false, 0, true); var sw = new Stopwatch(); sw.Start(); Func<Matrix3D> makeViewMatrix = delegate { var aspect = CONTEXT_WIDTH / CONTEXT_HEIGHT; var zNear = 0.01; var zFar = 1000; var fov = 45 * DEGS_TO_RADIANS; var view = new PerspectiveMatrix3D(); view.perspectiveFieldOfViewLH(fov, aspect, zNear, zFar); var m = new Matrix3D(); m.appendRotation(sw.ElapsedMilliseconds / 30, Vector3D.Z_AXIS); m.appendTranslation(0, 0, 2); m.append(view); return m; }; this.enterFrame += delegate { // Clear away the old frame render context.clear(); // Calculate the view matrix, and run the shader program! shader.render(makeViewMatrix()); // Show the newly rendered frame on screen context.present(); }; }; stage3D.requestContext3D(Context3DRenderMode.AUTO); //trace("Awaiting context..."); }
private void FrmGenNormal_Load(object sender, EventArgs e) { context3D = new Context3D(); System.Drawing.Bitmap bitmap = new Bitmap(pictureBox1.Width, pictureBox1.Height, System.Drawing.Imaging.PixelFormat.Format32bppArgb); RenderTargetAdapter renderBufferAdapter = new RenderTargetAdapter(bitmap, pictureBox1); context3D.configureBackBuffer(pictureBox1.Width, pictureBox1.Height, renderBufferAdapter); pictureBox1.BackgroundImage = bitmap; System.Drawing.Bitmap debuglayer = new Bitmap(pictureBox1.Width, pictureBox1.Height, System.Drawing.Imaging.PixelFormat.Format32bppArgb); RenderTargetAdapter debuggerAdapter = new RenderTargetAdapter(debuglayer, pictureBox1); pictureBox1.Image = debuglayer; context3D.debugLayerAdapter = debuggerAdapter; Assimp.AssimpContext importer = new Assimp.AssimpContext(); Assimp.Scene scene = importer.ImportFile("../../../models/Quad.fbx", Assimp.PostProcessSteps.MakeLeftHanded | Assimp.PostProcessSteps.CalculateTangentSpace ); lst_indexList = new List <IndexBuffer3D>(); lst_vertexes = new List <VertexBuffer3D>(); texsize = new float2(1.0f / 2, 1.0f / 2); var texture = MiniRender.textures.Texture.white; texture.AutoGenMipMap(); context3D.setTextureAt(0, texture); context3D.setSamplerStateAt(0, Context3DWrapMode.REPEAT, Context3DTextureFilter.LINEAR, Context3DMipFilter.MIPNONE); for (int k = 0; k < scene.MeshCount; k++) { var mesh = scene.Meshes[k]; var vs = mesh.Vertices; var indices = mesh.GetUnsignedIndices(); var normals = mesh.Normals; var tangents = mesh.Tangents; var coords = mesh.TextureCoordinateChannels[0]; var indexList = context3D.createIndexBuffer(indices.Length); indexList.uploadFromVector(indices); lst_indexList.Add(indexList); List <Vertex> vertices = new List <Vertex>(); for (int i = 0; i < vs.Count; i++) { vertices.Add( new Vertex() { vertex = new float3(vs[i].X, vs[i].Y, vs[i].Z) } ); } if (mesh.HasNormals) { for (int i = 0; i < vs.Count; i++) { vertices[i].normal = (new float3(normals[i].X, normals[i].Y, normals[i].Z)); } } if (mesh.HasTangentBasis) { for (int i = 0; i < vs.Count; i++) { vertices[i].tangent = new float3(tangents[i].X, tangents[i].Y, tangents[i].Z); } } if (mesh.HasTextureCoords(0)) { for (int i = 0; i < vs.Count; i++) { vertices[i].uv = new float3(coords[i].X, coords[i].Y, coords[i].Z); } } if (mesh.HasVertexColors(0)) { var color = mesh.VertexColorChannels[0]; for (int i = 0; i < vs.Count; i++) { vertices[i].color = new float4(color[i].R, color[i].G, color[i].B, color[i].A); } } var vertexes = context3D.createVertexBuffer(vertices.Count); vertexes.uploadFromVector(vertices.ToArray()); lst_vertexes.Add(vertexes); } var program3d = context3D.createProgram(); program3d.upload(new VShader(), new FShader() ); context3D.setProgram(program3d); //refreshCtl(); //render(); }