示例#1
0
        static void Main(string[] args)
        {
            var form = new RenderForm("Conway's Game of Life");

            var device = new Device(new Direct3D(), 0, DeviceType.Hardware, form.Handle, CreateFlags.HardwareVertexProcessing,
                new PresentParameters(form.ClientSize.Width, form.ClientSize.Height));

            var vertices = new VertexBuffer(device, 3 * 20, Usage.WriteOnly, VertexFormat.None, Pool.Managed);
            vertices.Lock(0, 0, LockFlags.None).WriteRange(new[] {
                new Vertex { Color = Color.Red, Position = new Vector4(400.0f, 100.0f, 0.5f, 1.0f)},
                new Vertex { Color = Color.Blue, Position = new Vector4(650.0f, 500.0f, 0.5f, 1.0f)},
                new Vertex { Color = Color.Green, Position = new Vector4(150.0f, 500.0f, 0.5f, 1.0f)},
            });

            vertices.Unlock();
            var vertexElements = new[]
            {
                new VertexElement(0, 0, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.PositionTransformed, 0),
                new VertexElement(0, 16, DeclarationType.Color, DeclarationMethod.Default, DeclarationUsage.Color, 0),
                VertexElement.VertexDeclarationEnd,
            };

            var vertexDeclaration = new VertexDeclaration(device, vertexElements);

            RenderLoop.Run(form, () =>
                {
                    device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0);

                    device.BeginScene();

                    device.SetStreamSource(0, vertices, 0, 20);
                    device.VertexDeclaration = vertexDeclaration;
                    device.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);

                    device.EndScene();
                    device.Present();
                });
        }
示例#2
0
        public static void Main()
        {
            var form = new RenderForm("SimpleD3D9 by C#")
            {
                ClientSize = new Size(1024, 768)
            };

            var device = new D3D9Device(
                new Direct3D(),
                CUDADevice.Default.ID,
                DeviceType.Hardware,
                form.Handle,
                CreateFlags.HardwareVertexProcessing,
                new PresentParameters(form.ClientSize.Width, form.ClientSize.Height));

            var vertices = new VertexBuffer(device, Utilities.SizeOf <Vector4>() * Total, Usage.WriteOnly,
                                            VertexFormat.None, Pool.Default);

            var vertexElems = new []
            {
                new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Position, 0),
                new VertexElement(0, 12, DeclarationType.Ubyte4, DeclarationMethod.Default, DeclarationUsage.Color, 0),
                VertexElement.VertexDeclarationEnd
            };

            var vertexDecl = new VertexDeclaration(device, vertexElems);

            var worker  = Worker.CreateByFunc(() => Generate(device));
            var updater = new SimpleD3D9(GPUModuleTarget.Worker(worker));

            var view = Matrix.LookAtLH(
                new Vector3(0.0f, 3.0f, -2.0f), // the camera position
                new Vector3(0.0f, 0.0f, 0.0f),  // the look-at position
                new Vector3(0.0f, 1.0f, 0.0f)); // the up direction

            var proj = Matrix.PerspectiveFovLH(
                (float)(Math.PI / 4.0), // the horizontal field of view
                1.0f,
                1.0f,
                100.0f);

            device.SetTransform(TransformState.View, view);
            device.SetTransform(TransformState.Projection, proj);
            device.SetRenderState(RenderState.Lighting, false);

            var vbres = RegisterVerticesResource(vertices);
            var clock = System.Diagnostics.Stopwatch.StartNew();

            RenderLoop.Run(form, () =>
            {
                var time = (float)(clock.Elapsed.TotalMilliseconds) / 300.0f;
                updater.Update(vbres, time);

                // Now normal D3D9 rendering procedure.
                device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, new ColorBGRA(0, 40, 100, 0), 1.0f, 0);
                device.BeginScene();

                device.VertexDeclaration = vertexDecl;
                device.SetStreamSource(0, vertices, 0, Utilities.SizeOf <Vector4>());
                // we use PointList as the graphics primitives
                device.DrawPrimitives(SharpDX.Direct3D9.PrimitiveType.PointList, 0, Total);

                device.EndScene();
                device.Present();
            });

            UnregisterVerticesResource(vbres);

            updater.Dispose();
            worker.Dispose();
            vertexDecl.Dispose();
            vertices.Dispose();
            device.Dispose();
            form.Dispose();
        }
示例#3
0
文件: Program.cs 项目: Nezz/SharpDX
        private static void Main()
        {
            var form = new RenderForm("SharpDX - MiniCube Direct3D9 Sample");

            // Creates the Device
            var direct3D = new Direct3D();
            var device = new Device(direct3D, 0, DeviceType.Hardware, form.Handle, CreateFlags.HardwareVertexProcessing, new PresentParameters(form.ClientSize.Width, form.ClientSize.Height));

            // Creates the VertexBuffer
            var vertices = new VertexBuffer(device, Utilities.SizeOf<Vector4>() * 2 * 36, Usage.WriteOnly, VertexFormat.None, Pool.Managed);
            vertices.Lock(0, 0, LockFlags.None).WriteRange(new[]
                                  {
                                      new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), // Front
                                      new Vector4(-1.0f,  1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
                                      new Vector4( 1.0f,  1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
                                      new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
                                      new Vector4( 1.0f,  1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
                                      new Vector4( 1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),

                                      new Vector4(-1.0f, -1.0f,  1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), // BACK
                                      new Vector4( 1.0f,  1.0f,  1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
                                      new Vector4(-1.0f,  1.0f,  1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
                                      new Vector4(-1.0f, -1.0f,  1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
                                      new Vector4( 1.0f, -1.0f,  1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
                                      new Vector4( 1.0f,  1.0f,  1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),

                                      new Vector4(-1.0f, 1.0f, -1.0f,  1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), // Top
                                      new Vector4(-1.0f, 1.0f,  1.0f,  1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
                                      new Vector4( 1.0f, 1.0f,  1.0f,  1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
                                      new Vector4(-1.0f, 1.0f, -1.0f,  1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
                                      new Vector4( 1.0f, 1.0f,  1.0f,  1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
                                      new Vector4( 1.0f, 1.0f, -1.0f,  1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),

                                      new Vector4(-1.0f,-1.0f, -1.0f,  1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), // Bottom
                                      new Vector4( 1.0f,-1.0f,  1.0f,  1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
                                      new Vector4(-1.0f,-1.0f,  1.0f,  1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
                                      new Vector4(-1.0f,-1.0f, -1.0f,  1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
                                      new Vector4( 1.0f,-1.0f, -1.0f,  1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
                                      new Vector4( 1.0f,-1.0f,  1.0f,  1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),

                                      new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), // Left
                                      new Vector4(-1.0f, -1.0f,  1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
                                      new Vector4(-1.0f,  1.0f,  1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
                                      new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
                                      new Vector4(-1.0f,  1.0f,  1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
                                      new Vector4(-1.0f,  1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),

                                      new Vector4( 1.0f, -1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), // Right
                                      new Vector4( 1.0f,  1.0f,  1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
                                      new Vector4( 1.0f, -1.0f,  1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
                                      new Vector4( 1.0f, -1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
                                      new Vector4( 1.0f,  1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
                                      new Vector4( 1.0f,  1.0f,  1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
                            });
            vertices.Unlock();

            // Compiles the effect
            var effect = Effect.FromFile(device, "MiniCube.fx", ShaderFlags.None);

            // Allocate Vertex Elements
            var vertexElems = new[] {
        		new VertexElement(0, 0, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Position, 0),
        		new VertexElement(0, 16, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Color, 0),
				VertexElement.VertexDeclarationEnd
        	};

            // Creates and sets the Vertex Declaration
            var vertexDecl = new VertexDeclaration(device, vertexElems);
            device.SetStreamSource(0, vertices, 0, Utilities.SizeOf<Vector4>() * 2);
            device.VertexDeclaration = vertexDecl;

            // Get the technique
            var technique = effect.GetTechnique(0);
            var pass = effect.GetPass(technique, 0);

            // Prepare matrices
            var view = Matrix.LookAtLH(new Vector3(0, 0, -5), new Vector3(0, 0, 0), Vector3.UnitY);
            var proj = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, form.ClientSize.Width / (float)form.ClientSize.Height, 0.1f, 100.0f);
            var viewProj = Matrix.Multiply(view, proj);

            // Use clock
            var clock = new Stopwatch();
            clock.Start();

            RenderLoop.Run(form, () =>
            {
                var time = clock.ElapsedMilliseconds / 1000.0f;

                device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0);
                device.BeginScene();

                effect.Technique = technique;
                effect.Begin();
                effect.BeginPass(0);

                var worldViewProj = Matrix.RotationX(time) * Matrix.RotationY(time * 2) * Matrix.RotationZ(time * .7f) * viewProj;
                effect.SetValue("worldViewProj", worldViewProj);

                device.DrawPrimitives(PrimitiveType.TriangleList, 0, 12);

                effect.EndPass();
                effect.End();

                device.EndScene();
                device.Present();
            });

            effect.Dispose();
            vertices.Dispose();
            device.Dispose();
            direct3D.Dispose();
        }
示例#4
0
        public static void Main()
        {
            var form = new RenderForm("SimpleD3D9 by C#") { ClientSize = new Size(1024, 768) };

            var device = new D3D9Device(
                new Direct3D(),
                CUDADevice.Default.ID,
                DeviceType.Hardware,
                form.Handle,
                CreateFlags.HardwareVertexProcessing,
                new PresentParameters(form.ClientSize.Width, form.ClientSize.Height));

            var vertices = new VertexBuffer(device, Utilities.SizeOf<Vector4>()*Total, Usage.WriteOnly,
                VertexFormat.None, Pool.Default);

            var vertexElems = new []
            {
                new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Position, 0),
                new VertexElement(0, 12, DeclarationType.Ubyte4, DeclarationMethod.Default, DeclarationUsage.Color, 0),
                VertexElement.VertexDeclarationEnd
            };

            var vertexDecl = new VertexDeclaration(device, vertexElems);

            var worker = Worker.CreateByFunc(() => Generate(device));
            var updater = new SimpleD3D9(GPUModuleTarget.Worker(worker));

            var view = Matrix.LookAtLH(
                new Vector3(0.0f, 3.0f, -2.0f), // the camera position
                new Vector3(0.0f, 0.0f, 0.0f),  // the look-at position
                new Vector3(0.0f, 1.0f, 0.0f)); // the up direction

            var proj = Matrix.PerspectiveFovLH(
                (float) (Math.PI/4.0), // the horizontal field of view
                1.0f,
                1.0f,
                100.0f);

            device.SetTransform(TransformState.View, view);
            device.SetTransform(TransformState.Projection, proj);
            device.SetRenderState(RenderState.Lighting, false);

            var vbres = RegisterVerticesResource(vertices);
            var clock = System.Diagnostics.Stopwatch.StartNew();

            RenderLoop.Run(form, () =>
            {
                var time = (float) (clock.Elapsed.TotalMilliseconds)/300.0f;
                updater.Update(vbres, time);

                // Now normal D3D9 rendering procedure.
                device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, new ColorBGRA(0, 40, 100, 0), 1.0f, 0);
                device.BeginScene();

                device.VertexDeclaration = vertexDecl;
                device.SetStreamSource(0, vertices, 0, Utilities.SizeOf<Vector4>());
                // we use PointList as the graphics primitives
                device.DrawPrimitives(SharpDX.Direct3D9.PrimitiveType.PointList, 0, Total);

                device.EndScene();
                device.Present();
            });

            UnregisterVerticesResource(vbres);

            updater.Dispose();
            worker.Dispose();
            vertexDecl.Dispose();
            vertices.Dispose();
            device.Dispose();
            form.Dispose();
        }
示例#5
0
 public void Draw(ref Device device, ref Matrix Transformation, ref Matrix View, ref Matrix Proj, ref List<LightClass> Lights, ref float luminosity, ref float percent_negatif)
 {
     if (State != ObjectState.Not_prepared)
     {
         if (State != ObjectState.Disposed)
         {
             for (int i = 0; i < Lights.Count; i++)
             {
                 this.effect.SetValue("LightPosition[" + i.ToString() + "]", new Vector4(Lights[i].Position, 1));
                 this.effect.SetValue("LightDistanceSquared[" + i.ToString() + "]", Lights[i].Range);
                 this.effect.SetValue("LightDiffuseColor[" + i.ToString() + "]", Lights[i].Diffuse.ToVector4());
             }
             this.effect.SetValue("percent_Negatif", percent_negatif);
             this.effect.SetValue("View", View);
             this.effect.SetValue("Projection", Proj);
             this.effect.SetValue("luminosity", luminosity);
             this.effect.Technique = Technique;
             this.effect.Begin();
             this.effect.BeginPass(0);
             this.effect.SetValue("World", SubTransformation * Transformation);
             this.effect.SetValue("WorldInverseTranspose", Matrix.Transpose(Matrix.Invert(SubTransformation * Transformation)));
             device.SetStreamSource(0, VertexBuffer, 0, Utilities.SizeOf<structVertex>());
             device.VertexDeclaration = this.vertexElems3D;
             var aaa = ResManager.getTexture(materialSet.map_Kd, ref device, false);
             device.SetTexture(0, ResManager.ListTextures[ResManager.getTexture(materialSet.map_Kd, ref device, false)].Texture);
             device.SetTexture(1, ResManager.ListTextures[ResManager.getTexture(materialSet.map_Ns, ref device, true)].Texture);
             device.DrawPrimitives(PrimitiveType.TriangleList, 0, Vertices.Length / 3);
             this.effect.EndPass();
             this.effect.End();
         }
         else
         {
             debug.WriteNicely("!", ConsoleColor.DarkRed, "ATTENTION, VOUS TENTEZ D'AFFICHER UN MESH N'EXISTANT PLUS", 0);
         }
     }
     else
     {
         debug.WriteNicely("!", ConsoleColor.DarkRed, "ATTENTION, VOUS TENTEZ D'AFFICHER UN MESH PAS PREPARE", 0);
     }
 }
        /// <summary>Renders the view.</summary>
        public void Render(Device device)
        {
            device.SetRenderState(RenderState.CullMode, Cull.None);
            device.SetRenderState(RenderState.ZEnable, ZBufferType.DontUseZBuffer);
            device.SetRenderState(RenderState.ZWriteEnable, false);

            device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Point);
            device.SetSamplerState(0, SamplerState.MagFilter, _useLinearFiltering ? TextureFilter.Linear : TextureFilter.Point);
            device.SetSamplerState(0, SamplerState.MipFilter, TextureFilter.Point);

            device.SetRenderState(RenderState.ShadeMode, ShadeMode.Flat);
            device.SetRenderState(RenderState.FillMode, FillMode.Solid);

            device.SetRenderState(RenderState.Lighting, false);
            device.SetTexture(0, _viewTexture);

            device.SetStreamSource(0, _vertexBuffer, 0, Marshal.SizeOf(typeof(DX9TransformedColorTexture)));
            device.VertexDeclaration = _vertexDeclaration;
            device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
        }