示例#1
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 /* CONSTRUCTOR */
 /// <summary>
 /// Constructs a new sun object at a fixed distance from the primary camera.
 /// </summary>
 /// <param name="window">A reference to the Direct3D-capable window in which the sun will be rendered.</param>
 /// <param name="distance">The distance between the camera and the sun in world units.</param>
 public Sun(Window3D window, float distance)
     : base(window)
 {
     Distance = distance;
     VertexBuffer.DebugName = "Sun Vertex Buffer";
     VertexLayout.DebugName = "Sun Vertex Layout";
 }
示例#2
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 /// <summary>
 /// Clears references to resource-containing objects that are held by this library class.
 /// </summary>
 public static void Dispose()
 {
     if (!IsDisposed)
     {
         Library = null;
         Window = null;
         IsDisposed = true;
     }
 }
示例#3
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        /* CONSTRUCTOR & DESTRUCTOR METHODS */
        /// <summary>
        /// Constructs a generic 2D entity that will be displayed as a flat, image-like rendering in the 3D rendering window.
        /// </summary>
        /// <param name="window">A reference to a Direct3D-capable rendering window in which this entity will be displayed.</param>
        protected Entity2D(Window3D window)
            : base()
        {
            Window = window;
            Window.OnClose += Dispose;

            Position = new RectangleF(0, 0, 100, 100);

            IsVisible = true;
        }
示例#4
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 /* CONSTRUCTOR METHOD */
 /// <summary>
 /// Constructs a 2D block of text that can displayed in a 3D rendering window.
 /// </summary>
 /// <param name="window">A reference to a Direct3D-capable rendering window.</param>
 public TextDX(Window3D window)
     : base(window)
 {
     ColorBrush		= Tag(new SolidColorBrush(RenderTarget, Color4.Black));
     Font			= "Calibri";
     Size			= 16f;
     Style			= FontStyle.Normal;
     Text			= string.Empty;
     UpdateSettings	= true;
     Weight			= FontWeight.Normal;
 }
示例#5
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 /* CONSTRUCTOR & DESTRUCTOR METHODS */
 /// <summary>
 /// Constructs a generic 2D rectangular panel that will be displayed as a flat, image-like rendering in the 3D rendering window.
 /// </summary>
 /// <param name="window">A reference to a Direct3D-capable rendering window in which this entity will be displayed.</param>
 protected Panel(Window3D window)
     : base(window)
 {
     BackgroundBrush = Tag(new SolidColorBrush(RenderTarget, Color.SlateGray));
     BorderBrush = Tag(new SolidColorBrush(RenderTarget, Color.SlateGray));
     Rectangle = new RoundedRectangle()
     {
         RadiusX = 0f,
         RadiusY = 0f,
         Rect = new RectangleF(0, 0, 100, 100),
     };
 }
示例#6
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        /* CONSTRUCTOR & DESTRUCTOR METHODS */
        /// <summary>
        /// Constructs a renderable 2D image from a stored image file.
        /// </summary>
        /// <param name="window">A reference to a Direct3D-capable rendering window.</param>
        /// <param name="fileName">An absolute or relative image file path.</param>
        public ImageDX(Window3D window, string fileName)
            : base(window)
        {
            using (SystemBitmap image = (SystemBitmap)SystemBitmap.FromFile(fileName))
            {
                Height = image.Height;
                Width = image.Width;

                var szImage = new System.Drawing.Rectangle(0, 0, image.Width, image.Height);
                int byteSize = image.Height * image.Width * sizeof(int);

                using (DataStream bmpStream = new DataStream(byteSize, true, true))
                {
                    var sysPixelFormat = System.Drawing.Imaging.PixelFormat.Format32bppPArgb;
                    BitmapData bmpData = image.LockBits(szImage, ImageLockMode.ReadWrite, sysPixelFormat);

                    for (int y = 0; y < image.Height; y++)
                    {
                        int offset = y * bmpData.Stride;
                        for (int x = 0; x < image.Width; x++)
                        {
                            // System bitmaps store pixel values as BGRA byte arrays
                            byte b = Marshal.ReadByte(bmpData.Scan0, offset++);
                            byte g = Marshal.ReadByte(bmpData.Scan0, offset++);
                            byte r = Marshal.ReadByte(bmpData.Scan0, offset++);
                            byte a = Marshal.ReadByte(bmpData.Scan0, offset++);

                            // Convert BGRA to RGBA (stored as a 32 bit = 4 byte integer)
                            int rgba = r | (g << 8) | (b << 16) | (a << 24);

                            // Write the RGBA value to the data buffer
                            bmpStream.Write(rgba);
                        }
                    }

                    image.UnlockBits(bmpData);
                    bmpStream.Position = 0;

                    BitmapProperties bmpProps = new BitmapProperties(RenderTarget.PixelFormat);
                    Bitmap = new Bitmap(RenderTarget, new Size2(image.Width, image.Height), bmpStream, bmpData.Stride, bmpProps);
                    Crop = new RectangleF(0, 0, Width, Height);
                }
            }
        }
示例#7
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        /* CONSTRUCTOR METHOD */
        /// <summary>
        /// Constructs a shader program out of an HLSL source code file.
        /// </summary>
        /// <param name="window">A reference to the Direct3D-capable window in which this shader will be run.</param>
        /// <param name="fileName">The name of the HLSL source code file.</param>
        public Shader(Window3D window, string fileName)
        {
            Window = window;
            Window.OnClose += Dispose;

            if (!Path.IsPathRooted(fileName))
            {
                string baseDir = Path.GetDirectoryName(Assembly.GetEntryAssembly().Location);
                string shaderDir = Path.Combine(baseDir, "Shaders");
                fileName = Path.Combine(shaderDir, Path.GetFileName(fileName));
            }
            if (!File.Exists(fileName)) { throw new FileNotFoundException("Could not find the shader file {0}.", fileName); }

            EntryPoint = "Main";
            IsDisposed = false;
            Name = Path.GetFileNameWithoutExtension(fileName);
            SourceLocation = fileName;

            DetermineShaderType();
            Compile();
        }
示例#8
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        /* CONSTRUCTORS & DESTRUCTOR */
        /// <summary>
        /// Constructs an blank texture object that has no effect on rendered objects.
        /// </summary>
        /// <param name="window">A reference to the Direct3D-capable window in which this texture will be rendered.</param>
        public Texture(Window3D window)
            : base()
        {
            Window = window;
            Window.OnClose += Dispose;

            _TSSD = new SamplerStateDescription()
            {
                AddressU			= TextureAddressMode.Wrap,
                AddressV			= TextureAddressMode.Wrap,
                AddressW			= TextureAddressMode.Wrap,
                BorderColor			= Color4.Black,
                ComparisonFunction	= Comparison.Never,
                Filter				= Filter.Anisotropic,
                MaximumAnisotropy	= 16,
                MaximumLod			= float.MaxValue,
                MinimumLod			= 0f,
                MipLodBias			= 0f,
            };
            UpdateSettings = true;
        }
示例#9
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 /// <summary>
 /// Releases all unmanaged resources held by the texture object and nullifies references to other objects.
 /// </summary>
 public override void Dispose()
 {
     if (!IsDisposed)
     {
         base.Dispose();
         Window = null;
     }
 }
示例#10
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        /// <summary>
        /// Constructs a 2D texture from a matrix of data.
        /// </summary>
        /// <param name="window">A reference to the Direct3D-capable window containing the rendering engine.</param>
        /// <param name="data">A matrix of single-precision data that will make up the texture on the GPU.</param>
        public Texture(Window3D window, float[,] data)
            : this(window)
        {
            int h = data.GetLength(0);
            int w = data.GetLength(1);
            int floatSize = SizeOf<float>();

            ImageBuffer = Tag(new DataStream(floatSize * h * w, true, true));
            foreach (float x in data) { ImageBuffer.Write(x); }

            Image = Tag(new Texture2D
            (
                Device3D,
                CreateTextureDescription(h, w, Formats.Float),
                new DataRectangle(ImageBuffer.DataPointer, w * floatSize)
            ));

            SRV = Tag(new ShaderResourceView(Device3D, Image));
        }
示例#11
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 /// <summary>
 /// Constructs a texture from an image file that can be applied to rendered 3D objects.
 /// </summary>
 /// <param name="window">A reference to the Direct3D-capable window in which this texture will be rendered.</param>
 /// <param name="fileName">A path string pointing to an image file containing the texture that will be rendered.</param>
 public Texture(Window3D window, string fileName)
     : this(window)
 {
     Image = (Texture2D)Tag(Texture2D.FromFile(Device3D, fileName));
     SRV = Tag(new ShaderResourceView(Device3D, Image));
 }
示例#12
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 /// <summary>
 /// Disposes of any unmanaged resources held by the entity object. This method should be overidden and called by any subclasses that 
 /// hold additional unmanaged resources.
 /// </summary>
 public override void Dispose()
 {
     if (!IsDisposed)
     {
         base.Dispose();
         IsVisible = false;
         Window = null;
     }
 }
示例#13
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        /// <summary>
        /// Constructs a 2D texture from a matrix of 3D data vectors.
        /// </summary>
        /// <param name="window">A reference to the Direct3D-capable window containing the rendering engine.</param>
        /// <param name="data">A matrix of 3D data vectors that will make up the texture on the GPU.</param>
        public Texture(Window3D window, Vector3[,] data)
            : this(window)
        {
            int h = data.GetLength(0);
            int w = data.GetLength(1);
            int szVector = SizeOf<Vector4>();

            ImageBuffer = Tag(new DataStream(szVector * h * w, true, true));
            foreach (Vector3 x in data) { ImageBuffer.Write((Vector4)x); }

            Image = Tag(new Texture2D
            (
                Device3D,
                CreateTextureDescription(h, w, Formats.Float4),
                new DataRectangle(ImageBuffer.DataPointer, w * szVector)
            ));

            SRV = Tag(new ShaderResourceView(Device3D, Image));
        }
示例#14
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        /// <summary>
        /// Clears references held by this library class to objects containing unmanaged resources.
        /// </summary>
        public static void Dispose()
        {
            if (!IsDisposed)
            {
                Compute = null;
                Domain = null;
                Geometry = null;
                Hull = null;
                Pixel = null;
                Vertex = null;
                Window = null;

                IsDisposed = true;
            }
        }
示例#15
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 public override void Dispose()
 {
     if (!IsDisposed)
     {
         base.Dispose();
         SwapSettings = null;
         Window = null;
     }
 }
示例#16
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 /// <summary>
 /// Releases all unmanaged resources that are held by this object and deletes all references to other objects.
 /// </summary>
 public override void Dispose()
 {
     if (!IsDisposed)
     {
         base.Dispose();
         ByteCode = null;
         SwapShader = null;
         Window = null;
     }
 }
示例#17
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 public Mesh(Window3D window, Vertex[] vertices)
     : base(window)
 {
     Vertices = vertices;
 }
示例#18
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 /// <summary>
 /// Constructs a blending control object that enables simple transparency by default.
 /// </summary>
 /// <param name="window">A reference to the Direct3D-capable window in which blending will occur.</param>
 public BlendSettings(Window3D window)
     : this()
 {
     Window = window;
     Window.OnClose += Dispose;
 }
示例#19
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 /// <summary>
 /// Deactivates this vertex layout in the rendering pipeline, replacing it with whatver layout was active before.
 /// </summary>
 /// <param name="window"></param>
 public void Deactivate(Window3D window)
 {
     window.VertexLayout = SwapLayout;
     SwapLayout = null;
 }
示例#20
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 /// <summary>
 /// Activates this vertex layout in the rendering pipeline, replacing whatever layout was active before.
 /// </summary>
 /// <param name="window"></param>
 public void Activate(Window3D window)
 {
     SwapLayout = window.VertexLayout;
     window.VertexLayout = this;
 }
示例#21
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        /// <summary>
        /// Constructs a texture from a matrix of color data structures that can be applied to rendered 3D objects.
        /// </summary>
        /// <param name="window">A reference to the Direct3D-capable window in which this texture will be rendered.</param>
        /// <param name="image">A matrix of RGBA color vectors with 8 bits of data per channel.</param>
        public Texture(Window3D window, Color[,] image)
            : this(window)
        {
            int height = image.GetLength(0);
            int width = image.GetLength(1);
            int byteSize = SizeOf(image);

            ImageBuffer = Tag(new DataStream(byteSize, true, true));
            foreach (Color color in image) { ImageBuffer.Write(color); }

            Image = Tag(new Texture2D
            (
                Device3D,
                CreateTextureDescription(height, width, Formats.Byte4),
                new DataRectangle(ImageBuffer.DataPointer, width * sizeof(int))
            ));

            SRV = Tag(new ShaderResourceView(Device3D, Image));
        }
示例#22
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        /// <summary>
        /// Compiles GPU shader programs and stores them in the appropriate static library.
        /// <para> </para>
        /// This function imports and compiles HLSL source code located within the "Shaders" directory found in the compiled <para/>
        /// program folder. Unfortunately, however, shader compilation depends on having a fully initialized rendering engine, <para/>
        /// which precludes being able to automate initialization within the static class here. This method is therefore called <para/>
        /// automatically during construction of the rendering window. Consequently, it should never be called manually.
        /// </summary>
        /// <param name="window">A reference to the Direct3D-capable window containing an active rendering engine.</param>
        internal static void Initialize(Window3D window)
        {
            Window = window;
            Window.OnClose += Dispose;

            string appPath = Path.GetDirectoryName(Assembly.GetEntryAssembly().Location);
            string shaderPath = Path.Combine(appPath, "Shaders");

            string[] csFiles = Directory.GetFiles(shaderPath, "*.cx", SearchOption.AllDirectories);
            string[] dsFiles = Directory.GetFiles(shaderPath, "*.ds", SearchOption.AllDirectories);
            string[] gsFiles = Directory.GetFiles(shaderPath, "*.gs", SearchOption.AllDirectories);
            string[] hsFiles = Directory.GetFiles(shaderPath, "*.hs", SearchOption.AllDirectories);
            string[] psFiles = Directory.GetFiles(shaderPath, "*.ps", SearchOption.AllDirectories);
            string[] vsFiles = Directory.GetFiles(shaderPath, "*.vs", SearchOption.AllDirectories);

            Shader cs, ds, gs, hs, ps, vs;
            foreach (var csFile in csFiles)
            {
                cs = new Shader(Window, csFile);
                Compute.Add(cs.Name, cs);
            }
            foreach (var dsFile in dsFiles)
            {
                ds = new Shader(Window, dsFile);
                Domain.Add(ds.Name, ds);
            }
            foreach (var gsFile in gsFiles)
            {
                gs = new Shader(Window, gsFile);
                Geometry.Add(gs.Name, gs);
            }
            foreach (var hsFile in hsFiles)
            {
                hs = new Shader(Window, hsFile);
                Hull.Add(hs.Name, hs);
            }
            foreach (var psFile in psFiles)
            {
                ps = new Shader(Window, psFile);
                Pixel.Add(ps.Name, ps);
            }
            foreach (var vsFile in vsFiles)
            {
                vs = new Shader(Window, vsFile);
                Vertex.Add(vs.Name, vs);
            }
        }
示例#23
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        /// <summary>
        /// Constructs a renderable 2D image from a color structure array.
        /// </summary>
        /// <param name="window">A reference to the Direct3D-capable window in which this texture will be rendered.</param>
        /// <param name="image">An array of size [HEIGHT, WIDTH] where each element represents a color formatted from RGBA bytes.</param>
        public ImageDX(Window3D window, Color[,] image)
            : base(window)
        {
            Height = image.GetLength(0);
            Width = image.GetLength(1);
            int byteSize = (int)Height * (int)Width * sizeof(int);

            using (DataStream bmpStream = new DataStream(byteSize, true, true))
            {
                foreach (Color color in image) { bmpStream.Write((int)color); }
                bmpStream.Position = 0;
                BitmapProperties bmpProps = new BitmapProperties(RenderTarget.PixelFormat);
                int stride = (int)Width * sizeof(int);
                Bitmap = new Bitmap(RenderTarget, new Size2((int)Width, (int)Height), bmpStream, stride, bmpProps);
                Crop = new RectangleF(0, 0, Width, Height);
            }
        }
示例#24
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        /// <summary>
        /// Constructs a texture from a matrix of color data structures that can be applied to rendered 3D objects.
        /// </summary>
        /// <param name="window">A reference to the Direct3D-capable window in which this texture will be rendered.</param>
        /// <param name="image">A matrix of RGBA color vectors with 32 bits of data per channel.</param>
        public Texture(Window3D window, Color4[,] image)
            : this(window)
        {
            int[] szImage = image.Size();
            int byteSize = SizeOf(image);

            ImageBuffer = Tag(new DataStream(byteSize, true, true));
            foreach (Color4 color in image) { ImageBuffer.Write(color); }

            Image = Tag(new Texture2D
            (
                Device3D,
                CreateTextureDescription(szImage[0], szImage[1], Formats.Float4),
                new DataRectangle(ImageBuffer.DataPointer, szImage[1] * SizeOf<Color4>())
            ));
            SRV = Tag(new ShaderResourceView(Device3D, Image));
        }
示例#25
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 public Mesh(Window3D window)
     : base(window)
 {
 }
示例#26
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        /// <summary>
        /// Imports files from the "Textures" folder located within the compiled program folder and stores them in a static library.
        /// <para> </para>
        /// This function must be manually called prior to using any texture files that are to be imported. Unfortunately, the <para/>
        /// texture creation process depends on having a fully intialized rendering engine, which precludes being able to automate <para/>
        /// it for this static library. This method is therefore called automatically during construction of the rendering window. <para/>
        /// Consequently, it should never be called manually.
        /// </summary>
        /// <param name="window">A reference to a Direct3D-capable window containing an active rendering engine.</param>
        internal static void Initialize(Window3D window)
        {
            Window = window;
            Window.OnClose += Dispose;

            string appPath = Path.GetDirectoryName(Assembly.GetEntryAssembly().Location);
            string texPath = Path.Combine(appPath, "Textures");
            if (!Directory.Exists(texPath)) { throw new FileNotFoundException("Could not find the texture file folder."); }

            string[] texFiles = Directory.GetFiles(texPath);

            foreach (string texFile in texFiles)
                Library.Add(Path.GetFileNameWithoutExtension(texFile), new Texture(Window, texFile));
        }