如何为SharpDX MiniCube示例施加颜色和阴影

时间:2019-05-04 11:59:00

标签: sharpdx

我是SharpDX的新手。我需要能够控制模型中人脸的颜色和阴影;阴影应随面相对于光源位置的方向而变化。我真的不知道从哪里开始表格。 我已经将SharpDX Minicube示例转换为VB.Net,因为这是我的工作方式,尽管C#中的任何答复都将不胜感激。在此示例中,每个面具有不同的颜色,并且不应用任何阴影。

在下面的代码中,Form1是标准的Windows窗体(使用VS 2013)。多维数据集显示在Form1的显示区域中。调整大小并双击均可。

如何为所有面孔施加相同的颜色?然后如何获得阴影?

任何人都可以提供线索解决该问题吗?

Imports Device = SharpDX.Direct3D11.Device
Imports Buffer = SharpDX.Direct3D11.Buffer
Imports SharpDX.Windows
Imports SharpDX.DXGI
Imports SharpDX.Direct3D11
Imports SharpDX.Direct3D
Imports SharpDX.D3DCompiler
Imports SharpDX
Imports System.Windows.Forms
Imports System.Diagnostics
Imports System

Public Class Form1

  ' Declare texture for rendering
  Dim userResized   As Boolean           = True
  Dim backBuffer    As Texture2D         = Nothing
  Dim renderView    As RenderTargetView  = Nothing
  Dim depthBuffer   As Texture2D         = Nothing
  Dim depthView     As DepthStencilView  = Nothing

  Dim angle         As Single            = Nothing
  Dim iMatrix       As Matrix            = Nothing
  Dim iData         As Matrix            = Nothing

  Dim desc          As SwapChainDescription       = Nothing

  'Device and SwapChain
  Dim iDevice       As SharpDX.Direct3D11.Device  = Nothing
  Dim iSwapChain    As SwapChain                  = Nothing
  Dim iDevContext   As DeviceContext              = Nothing

  'Ignore all windows events
  Dim iFactory      As Factory                    = Nothing

  ' Vertex and Pixel shaders
  Dim ShaderByte    As      CompilationResult     = Nothing
  Dim VertShader    As      VertexShader          = Nothing

  Dim ShaderByte2   As      CompilationResult     = Nothing
  Dim PixShader     As      PixelShader           = Nothing

  Dim inputSignature As     ShaderSignature       = Nothing

  ' Layout from VertexShader input signature
  Dim iElements     As     InputElement()         = Nothing
  Dim iLayout       As     InputLayout            = Nothing

  ' Vertex buffer 
  Dim vectorArray   As     Vector4()              = Nothing

  ' Create Constant Buffer
  Dim iBuffer       As SharpDX.Direct3D11.Buffer  = Nothing
  Dim contantBuffer As SharpDX.Direct3D11.Buffer  = Nothing

  ' Viewing / projection matrices
  Dim iView         As Matrix                     = Nothing
  Dim iProj         As Matrix                     = Nothing

  ' Use clock
  Dim iClock        As New Stopwatch
  ' ==============================================

  Private Sub Form1_Load( sender As Object,  e As EventArgs) Handles MyBase.Load

     Me.Text = "SharpDX - MiniCube Direct3D11 Sample"
                                                                 'Dim Form1     As RenderForm = New RenderForm("SharpDX - MiniCube Direct3D11 Sample")

     'SwapChain description
     desc   = New SwapChainDescription With { _
                    .BufferCount        = 1, _
                    .ModeDescription    = New ModeDescription(Me.ClientSize.Width, Me.ClientSize.Height, New Rational(60, 1), Format.R8G8B8A8_UNorm), _
                    .IsWindowed         = 1, _
                    .OutputHandle       = Me.Handle, _
                    .SampleDescription  = New SampleDescription(1, 0), _
                    .SwapEffect         = SwapEffect.Discard, _
                    .Usage              = Usage.RenderTargetOutput _
                                            }


     'Create Device and SwapChain
     SharpDX.Direct3D11.Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, desc, _
                                                     iDevice, iSwapChain)
     iDevContext = idevice.ImmediateContext

     'Ignore all windows events
     iFactory    = iSwapChain.GetParent(Of Factory)
     iFactory.MakeWindowAssociation(Me.Handle, WindowAssociationFlags.IgnoreAll)

     ' Compile Vertex shader
     '
     ShaderByte     = ShaderBytecode.CompileFromFile("MiniCube.fx", "VS", "vs_4_0", ShaderFlags.None, EffectFlags.None, Nothing, Nothing)
     VertShader     = New  VertexShader(iDevice, CType(ShaderByte, Byte()), Nothing)

     ' Compile Pixel shader
     '
     ShaderByte2    = ShaderBytecode.CompileFromFile("MiniCube.fx", "PS", "ps_4_0", ShaderFlags.None, EffectFlags.None, Nothing, Nothing)
     PixShader      = New  PixelShader(iDevice, CType(ShaderByte2, Byte()), Nothing)

     inputSignature = ShaderSignature.GetInputSignature(CType(ShaderByte, Byte()))

     ' Layout from VertexShader input signature
     iElements      = New InputElement() _
                                         { New InputElement("POSITION", 0, Format.R32G32B32A32_Float,    0, 0), _
                                         New InputElement("COLOR",    0, Format.R32G32B32A32_Float, &H10, 0) }
     iLayout        = New InputLayout(iDevice, CType(inputSignature, Byte()), iElements)

     ' Instantiate Vertex buffer from vertex data
     ' Vector4(X, Y, Z, ScalingFactor)
     '
     vectorArray    = New Vector4() { New Vector4(-1!, -1!, -1!, 1!), New Vector4(1!, 0!, 0!, 1!), _
                                      New Vector4(-1!,  1!, -1!, 1!), New Vector4(1!, 0!, 0!, 1!), _
                                      New Vector4( 1!,  1!, -1!, 1!), New Vector4(1!, 0!, 0!, 1!), _
                                      New Vector4(-1!, -1!, -1!, 1!), New Vector4(1!, 0!, 0!, 1!), _
                                      New Vector4( 1!,  1!, -1!, 1!), New Vector4(1!, 0!, 0!, 1!), _
                                      New Vector4( 1!, -1!, -1!, 1!), New Vector4(1!, 0!, 0!, 1!), _
                                      New Vector4(-1!, -1!,  1!, 1!), New Vector4(0!, 1!, 0!, 1!), _
                                      New Vector4( 1!,  1!,  1!, 1!), New Vector4(0!, 1!, 0!, 1!), _
                                      New Vector4(-1!,  1!,  1!, 1!), New Vector4(0!, 1!, 0!, 1!), _
                                      New Vector4(-1!, -1!,  1!, 1!), New Vector4(0!, 1!, 0!, 1!), _
                                      New Vector4( 1!, -1!,  1!, 1!), New Vector4(0!, 1!, 0!, 1!), _
                                      New Vector4( 1!,  1!,  1!, 1!), New Vector4(0!, 1!, 0!, 1!), _
                                      New Vector4(-1!,  1!, -1!, 1!), New Vector4(0!, 0!, 1!, 1!), _
                                      New Vector4(-1!,  1!,  1!, 1!), New Vector4(0!, 0!, 1!, 1!), _
                                      New Vector4( 1!,  1!,  1!, 1!), New Vector4(0!, 0!, 1!, 1!), _
                                      New Vector4(-1!,  1!, -1!, 1!), New Vector4(0!, 0!, 1!, 1!), _
                                      New Vector4( 1!,  1!,  1!, 1!), New Vector4(0!, 0!, 1!, 1!), _
                                      New Vector4( 1!,  1!, -1!, 1!), New Vector4(0!, 0!, 1!, 1!), _
                                      New Vector4(-1!, -1!, -1!, 1!), New Vector4(1!, 1!, 0!, 1!), _
                                      New Vector4( 1!, -1!,  1!, 1!), New Vector4(1!, 1!, 0!, 1!), _
                                      New Vector4(-1!, -1!,  1!, 1!), New Vector4(1!, 1!, 0!, 1!), _
                                      New Vector4(-1!, -1!, -1!, 1!), New Vector4(1!, 1!, 0!, 1!), _
                                      New Vector4( 1!, -1!, -1!, 1!), New Vector4(1!, 1!, 0!, 1!), _
                                      New Vector4( 1!, -1!,  1!, 1!), New Vector4(1!, 1!, 0!, 1!), _
                                      New Vector4(-1!, -1!, -1!, 1!), New Vector4(1!, 0!, 1!, 1!), _
                                      New Vector4(-1!, -1!,  1!, 1!), New Vector4(1!, 0!, 1!, 1!), _
                                      New Vector4(-1!,  1!,  1!, 1!), New Vector4(1!, 0!, 1!, 1!), _
                                      New Vector4(-1!, -1!, -1!, 1!), New Vector4(1!, 0!, 1!, 1!), _
                                      New Vector4(-1!,  1!,  1!, 1!), New Vector4(1!, 0!, 1!, 1!), _
                                      New Vector4(-1!,  1!, -1!, 1!), New Vector4(1!, 0!, 1!, 1!), _
                                      New Vector4( 1!, -1!, -1!, 1!), New Vector4(0!, 1!, 1!, 1!), _
                                      New Vector4( 1!,  1!,  1!, 1!), New Vector4(0!, 1!, 1!, 1!), _
                                      New Vector4( 1!, -1!,  1!, 1!), New Vector4(0!, 1!, 1!, 1!), _
                                      New Vector4( 1!, -1!, -1!, 1!), New Vector4(0!, 1!, 1!, 1!), _
                                      New Vector4( 1!,  1!, -1!, 1!), New Vector4(0!, 1!, 1!, 1!), _
                                      New Vector4( 1!,  1!,  1!, 1!), New Vector4(0!, 1!, 1!, 1!) }

     ' Create Constant Buffer
     '
     iBuffer       = SharpDX.Direct3D11.Buffer.Create(Of Vector4) _
                                                  (iDevice, BindFlags.VertexBuffer, vectorArray, 0, ResourceUsage.Default, _
                                                  CpuAccessFlags.None, ResourceOptionFlags.None, 0)

     contantBuffer = New SharpDX.Direct3D11.Buffer(iDevice, Utilities.SizeOf(Of Matrix), ResourceUsage.Default, _
                                                     BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0)

     ' Prepare All the stages
     '
     iDevContext.InputAssembler.InputLayout        = iLayout
     iDevContext.InputAssembler.PrimitiveTopology  = PrimitiveTopology.TriangleList
     iDevContext.InputAssembler.SetVertexBuffers(0, New VertexBufferBinding(iBuffer, (Utilities.SizeOf(Of Vector4) * 2), 0))
     iDevContext.VertexShader.SetConstantBuffer(0, contantBuffer)
     iDevContext.VertexShader.Set(VertShader)
     iDevContext.PixelShader.Set(PixShader)

     ' Prepare matrices
     '
     ' Viewing position (Eye, Target, UpDirection)
     '
     iView = SharpDX.Matrix.LookAtLH(New Vector3(0!, 0!, -5!), New Vector3(0!, 0!, 0!), Vector3.UnitY)
     iProj = SharpDX.Matrix.Identity

     ' Use clock
     '
     iClock.Start

     ' Form is resized initially
     '
     Call CreateViews()

     ' Main loop
     '
     RenderLoop.Run(Me, Function()

           ' Viewing angle based on time elapsed
           '
           angle   = (CSng(iClock.ElapsedMilliseconds) / 1000!)

           ' View: Eye -> Target
           ' Proj: Identity matrix
           '
           iMatrix =  Matrix.Multiply(iView, iProj)

           ' Clear the views
           iDevContext.ClearDepthStencilView(depthView, DepthStencilClearFlags.Depth, 1!, 0)

           ' Background color
           iDevContext.ClearRenderTargetView(renderView, CType(Color.White, RawColor4))

           ' Update WorldViewProj Matrix
           iData   = (((Matrix.RotationX(angle       )  * _
                       Matrix.RotationY(angle * 2!  )) * _
                       Matrix.RotationZ(angle * 0.7!)) * iMatrix)

           iData.Transpose()
           iDevContext.UpdateSubresource(Of Matrix)(iData, contantBuffer, 0, 0, 0, Nothing)
           iDevContext.Draw(&H24, 0)

           ' Show the display
           iSwapChain.Present(0, PresentFlags.None)
     End Function)

  End Sub


  Private Sub Form1_FormClosing( sender As Object,  _
                                 e      As FormClosingEventArgs) Handles MyBase.FormClosing

     ' Release all resources
     '
     inputSignature.Dispose()
     ShaderByte.Dispose()
     VertShader.Dispose()
     ShaderByte2.Dispose()
     PixShader.Dispose()
     iBuffer.Dispose()
     iLayout.Dispose()
     contantBuffer.Dispose()
     depthBuffer.Dispose()
     depthView.Dispose()
     renderView.Dispose()
     backBuffer.Dispose()
     iDevContext.ClearState()
     iDevContext.Flush()
     iDevice.Dispose()
     iDevContext.Dispose()
     iSwapChain.Dispose()
     iFactory.Dispose()

  End Sub

  Private Sub Form1_ResizeEnd( sender As Object,  _
                                e     As EventArgs) Handles MyBase.ResizeEnd

        Call CreateViews()

  End Sub


  Sub CreateViews()

     ' Dispose all previously allocated resources
     '
     Utilities.Dispose(Of Texture2D)(backBuffer)
     Utilities.Dispose(Of RenderTargetView)(renderView)
     Utilities.Dispose(Of Texture2D)(depthBuffer)
     Utilities.Dispose(Of DepthStencilView)(depthView)

     ' Resize the back buffers
     '
     iSwapChain.ResizeBuffers(desc.BufferCount, Me.ClientSize.Width, Me.ClientSize.Height, Format.Unknown, SwapChainFlags.None)

     ' Get the Backbuffer from the Swapchain
     backBuffer = SharpDX.Direct3D11.Resource.FromSwapChain(Of Texture2D)(iSwapChain, 0)

     ' Render the view on the BackBuffer
     '
     renderView = New RenderTargetView(iDevice, backBuffer)

     ' Depth buffer
     '
     Dim description As New Texture2DDescription With { _
           .Format              = Format.D32_Float_S8X24_UInt, _
           .ArraySize           = 1, _
           .MipLevels           = 1, _
           .Width               = Me.ClientSize.Width, _
           .Height              = Me.ClientSize.Height, _
           .SampleDescription   = New SampleDescription(1, 0), _
           .Usage               = ResourceUsage.Default, _
           .BindFlags           = BindFlags.DepthStencil, _
           .CpuAccessFlags      = CpuAccessFlags.None, _
           .OptionFlags         = ResourceOptionFlags.None _
                                                     }
     depthBuffer  = New Texture2D(iDevice, description)

     ' Create the Depth buffer view
     depthView    = New DepthStencilView(iDevice, depthBuffer)

     ' Setup targets and viewport for rendering
     iDevContext.Rasterizer.SetViewport(CType(New Viewport(0, 0, Me.ClientSize.Width, Me.ClientSize.Height, 0!, 1!), RawViewportF))
     iDevContext.OutputMerger.SetTargets(depthView, renderView)

     ' Setup new projection matrix with correct aspect ratio
     iProj        = SharpDX.Matrix.PerspectiveFovLH(0.7853982!, (CSng(Me.ClientSize.Width) / CSng(Me.ClientSize.Height)), 0.1!, 100!)
  End Sub

End Class

我的目标是能够给面孔施加一种给定的颜色,并且每个面孔的阴影都与光源的位置有关。

0 个答案:

没有答案