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Igneel Engine

Game engine for .NET

In order to compile the code you must download and install the DirectXSDK at https://www.microsoft.com/en-us/download/details.aspx?id=6812

Demostration: https://youtu.be/3mU4TyAGuDU

Additional SDKs Nvidia PhysX runtime: http://www.nvidia.com/object/physx-9.16.0318-driver.html

#Using the Graphics API

	public partial class Form1 : Form
	{
		[StructLayout(LayoutKind.Sequential)]        
		public struct TriangleVertex
		{
			[VertexElement(IASemantic.Position)]
			public Vector3 Position;

			[VertexElement(IASemantic.Color)]
			public Color4 Color;

			public TriangleVertex(Vector3 Position, Color4 color)
			{
				this.Position = Position;
				this.Color = color;
			}
		}

		public interface ProgramMapping
		{
			Matrix WorldViewProj { get; set; }
		}


		GraphicDevice device;

		GraphicBuffer vertexBuffer;

		ShaderProgram shaderProgram;

		//The shader program mapping
		ProgramMapping input;

		//Transforms
		Matrix world;
		Matrix view;
		Matrix projection;

		//pipeline states
		private RasterizerState cullingState;
		private BlendState blendState;
		private DepthStencilState depthStenciState;

		public Form1()
		{
			SetStyle(ControlStyles.Opaque, true);

			InitializeComponent();                                

			CreateDevice();

			CreateTriangle();

			Application.Idle += (sender, args) =>
			{
				NativeMessage message;
				while (!Native.PeekMessage(out message, IntPtr.Zero, 0, 0, 0))
				{
					RenderFrame();
				}
			};
		}      

		protected override void OnResize(EventArgs e)
		{
			base.OnResize(e);

			device.ResizeBackBuffer(Width, Height);
			device.ViewPort = new ViewPort(0, 0, Width, Height);
			projection = Matrix.PerspectiveFovLh((float)Width / (float)Height, Igneel.Numerics.PIover6, 1, 1000);
		}

	   
		private void CreateDevice()
		{				
			//Setup the shader model and directory
			ShaderRepository.SetupD3D10_SM40("Shaders");

			//Use Direct3D10 by creating the corresponding GraphicDeviceFactory
			var devFactory = new IgneelD3D10.GraphicManager10();

			//Use the GraphicDeviceFactory to create the CreateDevice passing the WindowContext
			//with presentation settings

			device = devFactory.CreateDevice(new GraphicDeviceDesc(new WindowContext(Handle)
				{
					BackBufferWidth = Width,
					BackBufferHeight = Height,
					BackBufferFormat = Format.R8G8B8A8_UNORM_SRGB,
					DepthStencilFormat = Format.D24_UNORM_S8_UINT,
					FullScreen = false,
					Sampling = new Multisampling(1, 0),
					Presentation = PresentionInterval.Default
				}
			));


			//Creates a shader program holding the code for the vertex and pixel shader
			//specify the IA input layout by using the vertex struct
			shaderProgram = device.CreateProgram<TriangleVertex>("VertexShaderVS", "PixelShaderPS");

			//Get the shader program input mapping. Use this mapping for sending app values to the shaders
			input = shaderProgram.Map<ProgramMapping>();

			//Create and set default pipeline states
			//then your are ready to render				
			blendState = device.CreateBlendState(new BlendDesc(blendEnable: true, srcBlend: Blend.SourceAlpha, destBlend: Blend.InverseSourceAlpha));
			depthStenciState = device.CreateDepthStencilState(new DepthStencilStateDesc(depthFunc: Comparison.Less));
			cullingState = device.CreateRasterizerState(new RasterizerDesc(cull: CullMode.None));

			device.Blend = blendState;
			device.Rasterizer = cullingState;
			device.DepthTest = depthStenciState;

		}


		private void CreateTriangle()
		{
			//Creates a triangle with position and color data
			var data = new TriangleVertex[]{
				new TriangleVertex(new Vector3(0, 1, 0), Color4.Blue),
				new TriangleVertex(new Vector3(1, -1, 0), Color4.Green),                
				new TriangleVertex(new Vector3(-1, -1, 0), Color4.Red)
			};


			//Create the vertex buffer specifing the data array
			vertexBuffer = device.CreateVertexBuffer(data: data);

			//Create the scene transforms
			world = Matrix.Identity;
			view = Matrix.LookAt(new Vector3(0, 0, -1), new Vector3(0, 0, 1), Vector3.UnitY);
			projection = Matrix.PerspectiveFovLh((float)Width / (float)Height, Igneel.Numerics.PIover6, 1, 1000);            
		}        

	   
		//This method is where rendering takes places. Its executed when the app is no processing any message
		private void RenderFrame()
		{
			//Set render target and the depth stencil buffers
			//In order to render to the screen just use the device BackBuffer and BackDepthBuffer
			//you can specify order render targets to render to textures for example
			device.SetRenderTarget(device.BackBuffer, device.BackDepthBuffer);

			//Specify the render viewport

			device.ViewPort = new ViewPort(0, 0, Width, Height);

			//Clear the render target and depth stencil buffers
			device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, new Color4(0, 0, 0, 0), 1, 0);
			
			//Set the primitive type and vertex buffer
			device.PrimitiveTopology = IAPrimitive.TriangleList;
			device.SetVertexBuffer(0, vertexBuffer, 0);

			//Set the shader program
			device.Program = shaderProgram;
			
			//Send the transforms to the shader using the input mapping

			input.WorldViewProj = world * view * projection;

			//Draw the geometry
			device.Draw(3, 0);

			//finally present the render target to the screen.
			//This will call the default SwapChain.Present() 

			device.Present();
		}

	  
	}