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02_render3d.dib
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98 lines (79 loc) · 2.67 KB
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#!meta
{"kernelInfo":{"defaultKernelName":"csharp","items":[{"aliases":[],"languageName":"csharp","name":"csharp"}]}}
#!csharp
#r "../ShaderNote/bin/Debug/net7.0/ShaderNote.dll"
#r "../ShaderNote.ModelLoaders/bin/Debug/net7.0/ShaderNote.ModelLoaders.dll"
#r "nuget:Vortice.Direct3D11"
#r "nuget:Vortice.D3DCompiler"
#r "nuget:SixLabors.ImageSharp"
#!csharp
using Microsoft.DotNet.Interactive.Formatting;
using ShaderNote;
// Formatter.Register<RenderResult>((w)=>
// {
// return w.GetHtml();
// },HtmlFormatter.MimeType);
Formatter.Register<RenderRecord>((w)=>
{
var result = w.Render();
string html = result.GetHtml();
result.Dispose();
return html;
},HtmlFormatter.MimeType);
#!csharp
using ShaderNote;
using System.Numerics;
NoteDevice noteDevice = new NoteDevice();
#!csharp
using ShaderNote.ModelLoaders;
var texturePath = "../../kizunaai/";
PMXFormat pmx= PMXFormat.Load("../../kizunaai/kizunaai.pmx");
var positions = pmx.Vertices.Select(u=>u.Coordinate).ToArray();
var normals = pmx.Vertices.Select(u=>u.Normal).ToArray();
var uvs = pmx.Vertices.Select(u=>u.UvCoordinate).ToArray();
var indices = pmx.TriangleIndexs;
var materials=pmx.Materials;
var textures=pmx.Textures;
#!csharp
using System.Numerics;
using Vortice.DXGI;
using Vortice.Direct3D11;
using System.IO;
public struct ShaderData
{
public Matrix4x4 MVP;
public Vector4 LightColor;
public Vector3 LightDir;
}
#!csharp
var vmat = Matrix4x4.CreateLookAt(new Vector3(0,10,-20),new Vector3(0,10,0), Vector3.UnitY);
var pmat = Matrix4x4.CreatePerspectiveFieldOfView(60.0f/180.0f*MathF.PI,1.0f,1.0f,100.0f);
ShaderData constantBuffer=new ShaderData
{
MVP=Matrix4x4.Transpose( Matrix4x4.Multiply( vmat,pmat)),
LightColor = new Vector4(1,1,1,1),
LightDir = Vector3.Normalize( new Vector3(0,1,-0.5f)),
};
#!csharp
var render = noteDevice.GetRecord()
.WithVertexShader("Shaders/vs_3d_02.hlsl")
.WithPixelShader("Shaders/ps_3d_02.hlsl")
.WithIndexBuffer(data: indices)
.WithVertexBuffer("POSITION0", 12, data: positions)
.WithVertexBuffer("NORMAL0", 12, data: normals)
.WithVertexBuffer("TEXCOORD0", 8, data: uvs)
.WithSampler(0)
.WithConstantBuffer(0,constantBuffer)
.WithBlendState(BlendDescription.AlphaBlend);
var renderRecords=new List<RenderRecord>();
foreach (var material in materials)
{
render = render
.WithImage(0,file:Path.Combine(texturePath,textures[material.TextureIndex].TexturePath))
.WithDrawIndexed(material.TriangeIndexNum,startIndexLocation:material.TriangeIndexStartNum);
}
render=render
.WithMRT(Format.R8G8B8A8_UNorm,Format.R8G8B8A8_UNorm,Format.R8G8B8A8_UNorm,Format.R8G8B8A8_UNorm)
.WithDepth();
//View Result
render