Bonjour, j'ai besoin d'aide, "je vous en supplie j'arrive pas a trouvé le bug", juste une ptite aide

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using System;
using System.Drawing;
using System.Collections;
using System.ComponentModel;
using System.Windows.Forms;
using System.Data;
using Microsoft.DirectX;
using Microsoft.DirectX.Direct3D;
using D3D = Microsoft.DirectX.Direct3D;
 
namespace DirectX_Tutorial
{
    public class WinForm : System.Windows.Forms.Form
    {
        private System.ComponentModel.Container components = null;
        private D3D.Device device;
        private Material material;
        private float scaling = 0.2f;
 
        private Mesh spacemesh;
        private float spacemeshradius;
        private Material[] spacemeshmaterials;
        private Texture[] spacemeshtextures;
 
        private Texture gradientTexture = null;
        private Effect effect = null;
 
        private Matrix matView;
        private Matrix matProjection;
        private Matrix skyBoxWorldMat;
 
        public WinForm()
        {
            InitializeComponent();
            this.SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.Opaque, true);
        }
 
        public void InitializeDevice()
        {
            PresentParameters presentParams = new PresentParameters();
            presentParams.Windowed = true;
            presentParams.SwapEffect = SwapEffect.Discard;
            presentParams.AutoDepthStencilFormat = DepthFormat.D16;
            presentParams.EnableAutoDepthStencil = true;
            device = new D3D.Device(0, D3D.DeviceType.Hardware, this, CreateFlags.SoftwareVertexProcessing, presentParams);
 
            device.RenderState.Lighting = false;
        }
 
        protected override void OnPaint(System.Windows.Forms.PaintEventArgs e)
        {
            device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0);
            device.BeginScene();
 
            device.Transform.World = Matrix.Identity;
            skyBoxWorldMat = Matrix.Scaling(scaling, scaling, scaling);
            DrawMesh(spacemesh, spacemeshmaterials, spacemeshtextures);
 
            RenderSky(device);
 
            device.EndScene();
            device.Present();
            this.Invalidate();
        }
 
        private void SetUpCamera()
        {
            matView = Matrix.LookAtLH(new Vector3(20, 5, 13), new Vector3(0, 0, -10), new Vector3(0, 1, 0));
            matProjection = Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)this.Width / (float)this.Height, 0.3f, 500f);
 
            device.Transform.Projection = matProjection;
            device.Transform.View = matView;
        }
 
        public void RenderSky(Device device)
        {
            device.Transform.World = skyBoxWorldMat;
            device.RenderState.CullMode = Cull.None;
 
            if (effect == null)
            {
              effect = Effect.FromFile(device, "SkyHLSL.fx", null,null, ShaderFlags.None, null);
                //effect.  LoadSkyEffect(device, "SkyHLSL.fx");
            }
 
            gradientTexture = TextureLoader.FromFile(device, "ocean.bmp");
            effect.SetValue("g_WorldViewProj", skyBoxWorldMat * matView * matProjection);
            effect.SetValue("g_GradientTexture", gradientTexture);
            effect.Technique = "RenderSky";
 
            for (int i = 0; i < spacemeshmaterials.Length; i++)
            {
                device.Material = spacemeshmaterials[i];
                effect.SetValue("g_BaseTexture", spacemeshtextures[i]);
 
                // Apply the technique contained in the effect 
                int passes = effect.Begin(0);
                for (int pass = 0; pass < passes; pass++)
                {
                    effect.BeginPass(pass);
 
                    // Draw the mesh subset
                    spacemesh.DrawSubset(i);
 
                    effect.EndPass();
                }
                effect.End();
            }
        }
 
        private void LoadTexturesAndMaterials()
        {
            material = new Material();
 
            material.Diffuse = Color.White;
            material.Ambient = Color.White;
 
            device.Material = material;
        }
 
        private void LoadMesh(string filename, ref Mesh mesh, ref Material[] meshmaterials, ref Texture[] meshtextures, ref float meshradius)
        {
            ExtendedMaterial[] materialarray;
            mesh = Mesh.FromFile(filename, MeshFlags.Managed, device, out materialarray);
 
            if ((materialarray != null) && (materialarray.Length > 0))
            {
                meshmaterials = new Material[materialarray.Length];
                meshtextures = new Texture[materialarray.Length];
 
                for (int i = 0; i < materialarray.Length; i++)
                {
                    meshmaterials[i] = materialarray[i].Material3D;
                    meshmaterials[i].Ambient = meshmaterials[i].Diffuse;
 
                    if ((materialarray[i].TextureFilename != null) && (materialarray[i].TextureFilename != string.Empty))
                    {
                        meshtextures[i] = TextureLoader.FromFile(device, materialarray[i].TextureFilename);
                    }
                }
            }
          }
 
        private void LoadMeshes()
        {        
            LoadMesh("sphere.x", ref spacemesh, ref spacemeshmaterials, ref spacemeshtextures, ref spacemeshradius);
        }
 
        private void DrawMesh(Mesh mesh, Material[] meshmaterials, Texture[] meshtextures)
        {
            for (int i = 0; i < meshmaterials.Length; i++)
            {
                device.Material = meshmaterials[i];
                device.SetTexture(0, meshtextures[i]);
                mesh.DrawSubset(i);
            }
         }
 
        protected override void Dispose(bool disposing)
        {
            if (disposing)
            {
                if (components != null)
                {
                    components.Dispose();
                }
            }
            base.Dispose(disposing);
        }
 
        private void InitializeComponent()
        {
            this.components = new System.ComponentModel.Container();
            this.Size = new System.Drawing.Size(500, 500);
            this.Text = "Riemer's DirectX Tutorial using C# -- Season 2";
        }
 
        static void Main()
        {
            using (WinForm our_directx_form = new WinForm())
            {
                our_directx_form.InitializeDevice();
 
                our_directx_form.SetUpCamera();
                our_directx_form.LoadTexturesAndMaterials();
                our_directx_form.LoadMeshes();
                Application.Run(our_directx_form);
            }
        }
    }
}[/B]
 
voila le code HLSL : : :
[B]// Global variables
//--------------------------------------------------------------------------------------
texture g_BaseTexture;
texture g_GradientTexture;
 
float4x4 g_WorldViewProj;    // World * View * Projection matrix
 
float g_Movex = float( 75.00 );
float g_Movey = float( 75.00 );
 
 
 
//--------------------------------------------------------------------------------------
// Texture samplers
//--------------------------------------------------------------------------------------
sampler BaseTextureSampler = 
sampler_state
{
    Texture = <g_BaseTexture>;
	MinFilter = Linear;
	MagFilter = Linear;
	MipFilter = Linear;
};
 
sampler GradientTextureSampler = 
sampler_state
{
    Texture = <g_GradientTexture>;
	MinFilter = Linear;
	MagFilter = Linear;
	MipFilter = Linear;
};
 
//--------------------------------------------------------------------------------------
// Vertex shader output structure
//--------------------------------------------------------------------------------------
struct VS_OUTPUT
{
    float4 Position   : POSITION;   // vertex position
    float2 TextureUV  : TEXCOORD0;  // vertex texture coords 
};
 
 
//--------------------------------------------------------------------------------------
// This shader computes standard transform and lighting
//--------------------------------------------------------------------------------------
VS_OUTPUT RenderSkyVS( float4 vPos : POSITION, 
                         float3 vTexCoord0 : TEXCOORD0 )
{
    VS_OUTPUT Output;
 
    Output.Position = mul(vPos, g_WorldViewProj);
	Output.TextureUV = vTexCoord0;
 
    return Output;    
}
 
 
//--------------------------------------------------------------------------------------
// Pixel shader output structure
//--------------------------------------------------------------------------------------
struct PS_OUTPUT
{
    float4 RGBColor : COLOR0;  // Pixel color    
};
 
 
//--------------------------------------------------------------------------------------
// This shader outputs the pixel's color by modulating the texture's
//       color with diffuse material color
//--------------------------------------------------------------------------------------
PS_OUTPUT RenderSkyPS( VS_OUTPUT In ) 
{ 
    PS_OUTPUT Output;
 
	float4 base, gradient;
	base = tex2D(BaseTextureSampler, In.TextureUV + 0.3f *float2 (g_Movex, g_Movey));
	gradient = tex2D(GradientTextureSampler, In.TextureUV);
 
	Output.RGBColor = base * (1-gradient) + gradient;
 
 
    return Output;
}
 
 
//--------------------------------------------------------------------------------------
// Renders scene to render target
//--------------------------------------------------------------------------------------
technique RenderSky
{
    pass P0
    {          
        VertexShader = compile vs_1_1 RenderSkyVS( );
        PixelShader  = compile ps_1_4 RenderSkyPS( );
    }
}

Edité par Thomas Lebrun