port from perforce

This commit is contained in:
2026-04-18 22:31:51 +02:00
commit 8d0ab5b7cc
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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>9.0.21022</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{C3222C73-8869-46A6-862D-4B73DD52BC23}</ProjectGuid>
<OutputType>Exe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>Aiwaz.Demo</RootNamespace>
<AssemblyName>Aiwaz.Demo</AssemblyName>
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<StartupObject>
</StartupObject>
<FileUpgradeFlags>
</FileUpgradeFlags>
<UpgradeBackupLocation>
</UpgradeBackupLocation>
<OldToolsVersion>3.5</OldToolsVersion>
<PublishUrl>publish\</PublishUrl>
<Install>true</Install>
<InstallFrom>Disk</InstallFrom>
<UpdateEnabled>false</UpdateEnabled>
<UpdateMode>Foreground</UpdateMode>
<UpdateInterval>7</UpdateInterval>
<UpdateIntervalUnits>Days</UpdateIntervalUnits>
<UpdatePeriodically>false</UpdatePeriodically>
<UpdateRequired>false</UpdateRequired>
<MapFileExtensions>true</MapFileExtensions>
<ApplicationRevision>0</ApplicationRevision>
<ApplicationVersion>1.0.0.%2a</ApplicationVersion>
<IsWebBootstrapper>false</IsWebBootstrapper>
<UseApplicationTrust>false</UseApplicationTrust>
<BootstrapperEnabled>true</BootstrapperEnabled>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x86'">
<DebugSymbols>true</DebugSymbols>
<OutputPath>bin\x86\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<DebugType>full</DebugType>
<PlatformTarget>x86</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x86'">
<OutputPath>bin\x86\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<Optimize>true</Optimize>
<DebugType>pdbonly</DebugType>
<PlatformTarget>x86</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
</PropertyGroup>
<ItemGroup>
<Reference Include="SlimDX, Version=2.0.8.42, Culture=neutral, PublicKeyToken=b1b0c32fd1ffe4f9, processorArchitecture=x86">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\Extern\SlimDX\x86\SlimDX.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core">
<RequiredTargetFramework>3.5</RequiredTargetFramework>
</Reference>
<Reference Include="System.Xml.Linq">
<RequiredTargetFramework>3.5</RequiredTargetFramework>
</Reference>
<Reference Include="System.Data.DataSetExtensions">
<RequiredTargetFramework>3.5</RequiredTargetFramework>
</Reference>
<Reference Include="System.Data" />
<Reference Include="System.Deployment" />
<Reference Include="System.Drawing" />
<Reference Include="System.Windows.Forms" />
<Reference Include="System.Xml" />
<Reference Include="WindowsBase">
<RequiredTargetFramework>3.0</RequiredTargetFramework>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<EmbeddedResource Include="Properties\Resources.resx">
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
<SubType>Designer</SubType>
</EmbeddedResource>
<Compile Include="Properties\Resources.Designer.cs">
<AutoGen>True</AutoGen>
<DependentUpon>Resources.resx</DependentUpon>
<DesignTime>True</DesignTime>
</Compile>
<None Include="Properties\Settings.settings">
<Generator>SettingsSingleFileGenerator</Generator>
<LastGenOutput>Settings.Designer.cs</LastGenOutput>
</None>
<Compile Include="Properties\Settings.Designer.cs">
<AutoGen>True</AutoGen>
<DependentUpon>Settings.settings</DependentUpon>
<DesignTimeSharedInput>True</DesignTimeSharedInput>
</Compile>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Aiwaz.Common\Aiwaz.Common.csproj">
<Project>{0F7D7168-08C1-45AE-AAE3-80506939D7E6}</Project>
<Name>Aiwaz.Common</Name>
</ProjectReference>
<ProjectReference Include="..\Aiwaz.Contracts\Aiwaz.Contracts.csproj">
<Project>{DE4D6FE6-D1FB-41A1-8ABA-19635B8FFD7A}</Project>
<Name>Aiwaz.Contracts</Name>
</ProjectReference>
<ProjectReference Include="..\Aiwaz.Core\Aiwaz.Core.csproj">
<Project>{B7AB4BB3-6FFC-453E-928D-852A6FF8C508}</Project>
<Name>Aiwaz.Core</Name>
</ProjectReference>
<ProjectReference Include="..\Aiwaz.Resources\Aiwaz.Resources.csproj">
<Project>{EA73561A-0B57-4FDC-8AF3-52E959BA67E7}</Project>
<Name>Aiwaz.Resources</Name>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<BootstrapperPackage Include="Microsoft.Net.Client.3.5">
<Visible>False</Visible>
<ProductName>.NET Framework 3.5 SP1 Client Profile</ProductName>
<Install>false</Install>
</BootstrapperPackage>
<BootstrapperPackage Include="Microsoft.Net.Framework.3.5.SP1">
<Visible>False</Visible>
<ProductName>.NET Framework 3.5 SP1</ProductName>
<Install>true</Install>
</BootstrapperPackage>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<PublishUrlHistory />
<InstallUrlHistory />
<SupportUrlHistory />
<UpdateUrlHistory />
<BootstrapperUrlHistory />
<ErrorReportUrlHistory />
<FallbackCulture>en-US</FallbackCulture>
<VerifyUploadedFiles>false</VerifyUploadedFiles>
</PropertyGroup>
</Project>

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using System;
namespace Aiwaz.Demo
{
interface IObjectFactory
{
T CreateInstance<T>(params object[] args);
T CreateNamedInstance<T>(string argName, params object[] args);
T FindNamedInstance<T>(string argName);
void RegisterPattern<O>();
void RegisterPattern<I, O>();
void RemoveNamedInstance<T>(string argName);
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Windows.Forms;
using Aiwaz.Common;
using Aiwaz.Core;
using Aiwaz.Contracts;
using Aiwaz.Resources;
using Aiwaz.Resources.Prefab;
using SlimDX.Windows;
using System.Drawing;
using Aiwaz.Common.Animations;
namespace Aiwaz.Demo
{
static class Program
{
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
var console = new Win32Console();
var renderForm = new RenderForm("Aiwaz.Demo");
Engine.Initialize(null);
var model = new BluModel(new BluModelParams() { FileName = "Data/ChamferBox.blu" } );
model.RootTransformation.LocalScale = new SlimDX.Vector3(0.1f, 0.1f, 0.1f);
model.RootTransformation.LocalPosition = new SlimDX.Vector3(1.0f, 0.0f, 2.0f);
var swapChain = new SwapChain(renderForm.Handle);
swapChain.ClearColor = new SlimDX.Color4(Color.DarkBlue);
swapChain.HasDepthStencilBuffer = true;
swapChain.VSync = false;
var camera = new PerspectiveCamera(new PerspectiveCameraParams() { aspectRatio = (float)renderForm.Size.Width / renderForm.Size.Height } );
var normalMapping = new Shader(new ShaderParams() { FileName = "Data/NormalOutput.fx", TechniqueName = "NormalMapping" } );
var wallTexture = new Texture(new FileTextureParams() { FileName = "Data/Wall.jpg" } );
var wallNormalTexture = new Texture(new FileTextureParams() { FileName = "Data/WallNormal.jpg" });
wallNormalTexture.BindingName = "Normal";
var roomCube = new Cube(new CubeParams() { Width = 10.0f, Height = 10.0f, Depth = 10.0f, IsInverted = true } );
var roomCubeTransformation = new Transformation(new DefaultTransformationBindings());
roomCubeTransformation.LocalPosition = new SlimDX.Vector3(0.0f, 0.0f, 2.0f);
var lightPosition = new ReferenceT<SlimDX.Vector3>(new SlimDX.Vector3(0.0f, 1.0f, 0.0f));
var lightColor = new ReferenceT<SlimDX.Vector4>(new SlimDX.Vector4(2.0f, 2.0f, 1.0f, 1.0f));
var lightParameters = new ShaderParameterSet();
lightParameters.IsPreconditionForFollowingShaders = true;
lightParameters.SetParameter("LightPosition", lightPosition, ParameterBindType.BindBySemantic);
lightParameters.SetParameter("LightColor", lightColor, ParameterBindType.BindBySemantic);
var rootRenderNode = new RenderCommandNode();
rootRenderNode.Children.Add(swapChain);
rootRenderNode.Children.Add(camera);
rootRenderNode.Children.Add(lightParameters);
rootRenderNode.Children.Add(roomCubeTransformation);
rootRenderNode.Children.Add(normalMapping);
rootRenderNode.Children.Add(wallTexture);
rootRenderNode.Children.Add(wallNormalTexture);
rootRenderNode.Children.Add(roomCube.GeometryBuffer);
rootRenderNode.Children.Add(model.RootNode);
var refreshTimer = 0.0f;
MessagePump.Run(renderForm, () =>
{
rootRenderNode.Update(false);
rootRenderNode.ProcessCommands();
swapChain.Present();
float time = (float)HiPerfTimer.ElapsedTime * 10.0f;
lightColor.Value = new SlimDX.Vector4(2.0f, 2.0f, 1.0f, 1.0f) * ((float)Math.Sin(time)+ 2.0f);
roomCubeTransformation.LocalRotationYPR = new SlimDX.Vector3(time, time, time) * 0.01f;
refreshTimer -= (float)HiPerfTimer.LastDeltaTime;
if (refreshTimer < 0.0f)
{
refreshTimer = 1.0f;
renderForm.Text = string.Format("Aiwaz: {0:F2} FPS ({1:F2} ms)", 1.0 / HiPerfTimer.LastDeltaTime, HiPerfTimer.LastDeltaTime * 1000);
}
model.RootTransformation.LocalRotationYPR = new SlimDX.Vector3(time, time, time) * 0.03f;
});
renderForm = null;
swapChain = null;
Engine.Uninitialize();
}
}
}

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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("Aiwaz.Demo")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("Microsoft")]
[assembly: AssemblyProduct("Aiwaz.Demo")]
[assembly: AssemblyCopyright("Copyright © Microsoft 2010")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("907b7671-5ba3-4251-a4bb-802dbd1ae180")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.18047
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace Aiwaz.Demo.Properties {
using System;
/// <summary>
/// A strongly-typed resource class, for looking up localized strings, etc.
/// </summary>
// This class was auto-generated by the StronglyTypedResourceBuilder
// class via a tool like ResGen or Visual Studio.
// To add or remove a member, edit your .ResX file then rerun ResGen
// with the /str option, or rebuild your VS project.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
internal class Resources {
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal Resources() {
}
/// <summary>
/// Returns the cached ResourceManager instance used by this class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Resources.ResourceManager ResourceManager {
get {
if (object.ReferenceEquals(resourceMan, null)) {
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("Aiwaz.Demo.Properties.Resources", typeof(Resources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// Overrides the current thread's CurrentUICulture property for all
/// resource lookups using this strongly typed resource class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Globalization.CultureInfo Culture {
get {
return resourceCulture;
}
set {
resourceCulture = value;
}
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
</root>

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.18047
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace Aiwaz.Demo.Properties {
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "11.0.0.0")]
internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase {
private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings())));
public static Settings Default {
get {
return defaultInstance;
}
}
}
}

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<?xml version='1.0' encoding='utf-8'?>
<SettingsFile xmlns="http://schemas.microsoft.com/VisualStudio/2004/01/settings" CurrentProfile="(Default)">
<Profiles>
<Profile Name="(Default)" />
</Profiles>
<Settings />
</SettingsFile>

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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<assembly xmlns="urn:schemas-microsoft-com:asm.v1" manifestVersion="1.0">
<assemblyIdentity version="1.0.0.0" name="MyApplication.app"/>
<trustInfo xmlns="urn:schemas-microsoft-com:asm.v2">
<security>
<requestedPrivileges xmlns="urn:schemas-microsoft-com:asm.v3">
<requestedExecutionLevel level="asInvoker" uiAccess="false"/>
</requestedPrivileges>
</security>
</trustInfo>
</assembly>

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matrix WorldMatrix : WorldMatrix;
matrix ViewMatrix : ViewMatrix;
matrix ProjectionMatrix : ProjectionMatrix;
float3 CameraPosition : CamPos;
float3 CameraDirection : CamDir;
float3 LightPos : LightPosition;
float4 LightColor : LightColor;
Texture2D Diffuse : Diffuse;
Texture2D Normal : Normal;
SamplerState samLinear
{
Filter = ANISOTROPIC;
AddressU = Wrap;
AddressV = Wrap;
};
DepthStencilState RenderWithStencilState
{
StencilEnable = false;
DepthEnable = TRUE;
DepthWriteMask = ALL;
};
RasterizerState EnableCulling
{
CullMode = BACK;
};
struct COLOR_PAIR
{
float4 Diffuse : COLOR0;
float4 Specular : COLOR1;
};
COLOR_PAIR CalculatePointLight(float3 vPosition, float3 vNormal, float3 vViewDir, float3 vLightPos, float LightRange, float4 LightColor, float2 SpecularValue)
{
COLOR_PAIR rResult = (COLOR_PAIR)0;
float3 vLightDir = normalize(vLightPos - vPosition); // calc LightDirection
float fDiffuse = dot(vNormal, vLightDir); // get diffuse
float3 vReflect = reflect(vNormal, vLightDir);
float fSpecular = dot(vReflect, vViewDir);
if (fSpecular > 0)
fSpecular = pow( abs(fSpecular), SpecularValue.x) * SpecularValue.y;
else
fSpecular = 0;
float fAtten = 1.0f;
float LD = length(vPosition - vLightPos);
if(LD > LightRange)
{
fAtten = 0.f;
}
else
{
fAtten *= 1.f/(0 +
1*LD +
0*LD*LD);
fAtten = min(1.0f, fAtten);
}
rResult.Diffuse = max(0.0f, fAtten * fDiffuse * LightColor);
rResult.Specular = max(0.0f, fAtten * fSpecular * LightColor);
return rResult;
}
struct VS_OUTPUT
{
float4 Pos : SV_POSITION;
float3 Norm : NORMAL;
float2 Tex : TEXCOORD0;
float3 WorldPos : TEXCOORD1;
float3 ViewDir : TEXCOORD2;
};
struct VSN_OUTPUT
{
float4 Pos : SV_POSITION;
float3 Norm : NORMAL;
float2 Tex : TEXCOORD0;
float3 WorldPos : TEXCOORD1;
float3 ViewDir : TEXCOORD2;
float3 Tangent : TEXCOORD3;
float3 Binormal : TEXCOORD4;
};
VS_OUTPUT VS(float4 Pos : POSITION, float3 Norm : NORMAL, float2 Tex : TEXCOORD)
{
VS_OUTPUT output = (VS_OUTPUT)0;
output.Pos = mul( Pos, WorldMatrix );
output.Pos = mul( output.Pos, ViewMatrix );
output.Pos = mul( output.Pos, ProjectionMatrix );
output.Norm = mul(float4(Norm, 0.0), WorldMatrix).xyz;
output.Tex = Tex;
output.WorldPos = mul(Pos, WorldMatrix).xyz;
output.ViewDir = mul(Pos, WorldMatrix).xyz - CameraPosition;
return output;
}
VSN_OUTPUT NormalMappingVS(float4 Pos : POSITION, float3 Norm : NORMAL, float3 Tangent : TANGENT, float2 Tex : TEXCOORD)
{
VSN_OUTPUT output = (VSN_OUTPUT)0;
output.Pos = mul( Pos, WorldMatrix );
output.Pos = mul( output.Pos, ViewMatrix );
output.Pos = mul( output.Pos, ProjectionMatrix );
output.Norm = mul(float4(Norm, 0.0), WorldMatrix).xyz;
output.Tangent = mul(float4(Tangent, 0.0), WorldMatrix).xyz;
output.Binormal = cross(output.Norm, output.Tangent);
output.Tex = Tex;
output.WorldPos = mul(Pos, WorldMatrix).xyz;
output.ViewDir = mul(Pos, WorldMatrix).xyz - CameraPosition;
return output;
}
float4 NormalMappingPS( VSN_OUTPUT input) : SV_Target
{
float3x3 objToTangentSpace = float3x3( normalize(input.Tangent), normalize(input.Binormal), normalize(input.Norm) );
float4 base = Diffuse.Sample(samLinear, input.Tex);
float4 bump = Normal.Sample(samLinear, input.Tex);
bump.xyz = normalize(bump.xyz * 2 - 1);
float3 normal = mul(objToTangentSpace, bump.xyz);
float3 lightpos = mul(objToTangentSpace, LightPos);
COLOR_PAIR LightResult = CalculatePointLight(input.WorldPos, normal, normalize(input.ViewDir), lightpos, 1000.0f, LightColor, float2(16.0f, 1.0f));
float4 color = Diffuse.Sample(samLinear, input.Tex) * LightResult.Diffuse + LightResult.Specular;
return color;
}
float4 PS( VS_OUTPUT input) : SV_Target
{
COLOR_PAIR LightResult = CalculatePointLight(input.WorldPos, normalize(input.Norm), normalize(input.ViewDir), LightPos, 1000.0f, LightColor, float2(16.0f, 1.0f));
float4 color = Diffuse.Sample(samLinear, input.Tex) * LightResult.Diffuse + LightResult.Specular;
return color;
}
float4 LightPS( VS_OUTPUT input) : SV_Target
{
return float4(LightColor.x, LightColor.y, LightColor.z,1);
}
//--------------------------------------------------------------------------------------
technique10 Render
{
pass P0
{
SetVertexShader( CompileShader( vs_4_0, VS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, PS() ) );
SetDepthStencilState( RenderWithStencilState, 0 );
SetBlendState( NULL, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetRasterizerState( EnableCulling );
}
}
technique10 NormalMapping
{
pass P0
{
SetVertexShader( CompileShader( vs_4_0, NormalMappingVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, NormalMappingPS() ) );
SetDepthStencilState( RenderWithStencilState, 0 );
SetBlendState( NULL, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetRasterizerState( EnableCulling );
}
}
technique10 Light
{
pass P0
{
SetVertexShader( CompileShader( vs_4_0, VS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, LightPS() ) );
SetDepthStencilState( RenderWithStencilState, 0 );
SetBlendState( NULL, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetRasterizerState( EnableCulling );
}
}

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static const float PixelKernel[13] = { -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6 };
static const float BlurWeights[13] = { 0.002216, 0.008764, 0.026995, 0.064759, 0.120985, 0.176033, 0.199471, 0.176033, 0.120985, 0.064759, 0.026995, 0.008764, 0.002216 };
float CurrentTime : Time;
//--------------------------------------------------------------------------------------
// States
//--------------------------------------------------------------------------------------
BlendState NoBlending
{
BlendEnable[0] = FALSE;
RenderTargetWriteMask[0] = 0x0F;
};
DepthStencilState RenderWithoutStencilState
{
DepthEnable = false;
DepthWriteMask = ZERO;
DepthFunc = Always;
};
//--------------------------------------------------------------------------------------
// Textures
//--------------------------------------------------------------------------------------
Texture2D ColorMap : ColorMap;
Texture2D Calculated : InputTexture;
Texture2D DistortMap : DistortMap;
SamplerState samLinear
{
Filter = ANISOTROPIC;
AddressU = Wrap;
AddressV = Wrap;
};
SamplerState samLinearClamp
{
Filter = ANISOTROPIC;
AddressU = Clamp;
AddressV = Clamp;
};
//--------------------------------------------------------------------------------------
struct VS_OUTPUT
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD0;
};
//--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
VS_OUTPUT VS(float4 Pos : POSITION, float3 Norm : NORMAL, float2 Tex : TEXCOORD)
{
VS_OUTPUT output = (VS_OUTPUT)0;
output.Pos = Pos;
output.Pos.w = 1.0f;
output.Tex = Tex;
return output;
}
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
float4 IntensityPS( VS_OUTPUT input) : SV_Target
{
float4 color = ColorMap.Sample(samLinear, input.Tex);
float3 ColorToIntensity = float3(0.294, 0.582, 0.114);
color.rgb *= ColorToIntensity;
color.rgb = color.r + color.g + color.b;
return color;
}
float4 ShowTexturePS( VS_OUTPUT input) : SV_Target
{
float4 color = Calculated.Sample(samLinear, input.Tex);
return color;
}
float4 ComposePS( VS_OUTPUT input) : SV_Target
{
const float DistortTextureScale = 8.0f;
const float DistortStrength = 10.0f;
const float DistortSpeed = 0.25f;
const float3 ColorToIntensity = float3(0.294, 0.582, 0.114);
float2 distort = (DistortMap.Sample(samLinear, DistortTextureScale * input.Tex + float2(sin(CurrentTime * DistortSpeed), cos(CurrentTime * DistortSpeed))).xy - 0.5f) * 1.0f;
// get DDX DDY of the input texture
float2 CalculatedSize;
ColorMap.GetDimensions(CalculatedSize.x, CalculatedSize.y);
CalculatedSize = 1.0f / CalculatedSize;
float4 bloom = Calculated.Sample(samLinear, input.Tex);
// bloom step
bloom = pow(bloom, 2.0f) * 2.0f;
float4 intensity = bloom;
intensity.rgb *= ColorToIntensity;
intensity.rgb = intensity.r + intensity.g + intensity.b;
float4 color = ColorMap.Sample(samLinearClamp, input.Tex + distort * CalculatedSize * intensity * DistortStrength);
return color + bloom;
}
const float pi4 = 3.141 / 4.0;
float4 BlurPS( VS_OUTPUT input) : SV_Target
{
// get DDX DDY of the input texture
float2 ddxy;
Calculated.GetDimensions(ddxy.x, ddxy.y);
ddxy = 1.0f / ddxy;
// Blur
float4 color = 0;
float2 SamplePos;
for (int i = 0; i < 8; i++)
{
SamplePos = input.Tex + ddxy * 4.0 * float2(sin(pi4 * i), cos(pi4 * i));
color += Calculated.Sample(samLinearClamp, SamplePos);
}
return color / 8.0;
}
//--------------------------------------------------------------------------------------
technique10 Intensity
{
pass P0
{
SetVertexShader( CompileShader( vs_4_0, VS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, IntensityPS() ) );
SetDepthStencilState( NULL, 0 );
SetBlendState( NULL, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
}
}
technique10 ShowTexture
{
pass P0
{
SetVertexShader( CompileShader( vs_4_0, VS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, ShowTexturePS() ) );
SetDepthStencilState( NULL, 0 );
SetBlendState( NULL, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
}
}
technique10 Blur
{
pass P0
{
SetVertexShader( CompileShader( vs_4_0, VS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, BlurPS() ) );
SetDepthStencilState( NULL, 0 );
SetBlendState( NULL, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
}
}
technique10 Compose
{
pass P0
{
SetVertexShader( CompileShader( vs_4_0, VS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, ComposePS() ) );
SetDepthStencilState( NULL, 0 );
SetBlendState( NULL, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
}
}

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#define NOVERTEX 0xfffffffe
struct VSSceneIn
{
float4 Pos : POSITION;
float3 Norm : NORMAL;
float2 Tex : TEXCOORD;
};
struct PSSceneIn
{
float4 Pos : SV_Position;
float4 Color : COLOR0;
};
struct GSShadowIn
{
float3 Pos : POS;
float3 Norm : NORMAL;
};
struct PSShadowIn
{
float4 Pos : SV_Position;
};
matrix WorldMatrix : WorldMatrix;
matrix ViewMatrix : ViewMatrix;
matrix ProjectionMatrix : ProjectionMatrix;
float3 LightPos : LightPosition;
float ExtrudeAmt = 10.0f;
float ExtrudeBias = 0.0f;
float4 ShadowColor = float4(0.0f, 0.0f, 0.0f, 1.0f);
DepthStencilState DisableDepth
{
DepthEnable = FALSE;
DepthWriteMask = ZERO;
};
DepthStencilState EnableDepth
{
DepthEnable = TRUE;
DepthWriteMask = ALL;
};
DepthStencilState TwoSidedStencil
{
DepthEnable = true;
DepthWriteMask = ZERO;
DepthFunc = Less;
// Setup stencil states
StencilEnable = true;
StencilReadMask = 0xFFFFFFFF;
StencilWriteMask = 0xFFFFFFFF;
BackFaceStencilFunc = Always;
BackFaceStencilDepthFail = Incr;
BackFaceStencilPass = Keep;
BackFaceStencilFail = Keep;
FrontFaceStencilFunc = Always;
FrontFaceStencilDepthFail = Decr;
FrontFaceStencilPass = Keep;
FrontFaceStencilFail = Keep;
};
DepthStencilState RenderNonShadows
{
DepthEnable = true;
DepthWriteMask = ZERO;
DepthFunc = Less_Equal;
StencilEnable = true;
StencilReadMask = 0xFFFFFFFF;
StencilWriteMask = 0x0;
FrontFaceStencilFunc = NOT_EQUAL;
FrontFaceStencilPass = Keep;
FrontFaceStencilFail = ZERO;
BackFaceStencilFunc = Never;
BackFaceStencilPass = ZERO;
BackFaceStencilFail = ZERO;
};
BlendState DisableFrameBuffer
{
BlendEnable[0] = FALSE;
RenderTargetWriteMask[0] = 0x0;
};
BlendState EnableFrameBuffer
{
BlendEnable[0] = FALSE;
RenderTargetWriteMask[0] = 0x0F;
};
BlendState SrcAlphaBlending
{
AlphaToCoverageEnable = FALSE;
BlendEnable[0] = TRUE;
SrcBlend = SRC_ALPHA;
DestBlend = INV_SRC_ALPHA;
BlendOp = ADD;
SrcBlendAlpha = ZERO;
DestBlendAlpha = ZERO;
BlendOpAlpha = ADD;
RenderTargetWriteMask[0] = 0x0F;
};
BlendState AdditiveBlending
{
AlphaToCoverageEnable = FALSE;
BlendEnable[0] = TRUE;
SrcBlend = ONE;
DestBlend = ONE;
BlendOp = SUBTRACT;
SrcBlendAlpha = ZERO;
DestBlendAlpha = ZERO;
BlendOpAlpha = ADD;
RenderTargetWriteMask[0] = 0x0F;
};
RasterizerState DisableCulling
{
CullMode = NONE;
};
RasterizerState EnableCulling
{
CullMode = BACK;
};
//
// VS for sending information to the shadow GS
//
GSShadowIn VSShadowmain( VSSceneIn input )
{
GSShadowIn output = (GSShadowIn)0.0;
//output our position in world space
float4 pos = mul( float4(input.Pos.xyz,1), WorldMatrix );
output.Pos = pos.xyz;
//world space normal
output.Norm = mul( input.Norm, (float3x3)WorldMatrix );
return output;
}
PSSceneIn VSScenemain( VSSceneIn input )
{
PSSceneIn output = (PSSceneIn)0.0;
//output our final position in clipspace
output.Pos = mul(input.Pos, WorldMatrix);
output.Pos = mul(output.Pos, ViewMatrix);
output.Pos = mul(output.Pos, ProjectionMatrix);
//world space normal
float3 norm = mul( input.Norm, (float3x3)WorldMatrix );
//find the light dir
float3 wpos = mul( input.Pos, (float3x3)WorldMatrix );
float3 lightDir = normalize( LightPos - wpos );
float lightLenSq = length(LightPos - wpos);
output.Color = saturate(dot(lightDir,norm)) * ShadowColor * 8.0f/lightLenSq;
return output;
}
// PS for rendering lit and textured triangles
float4 PSScenemain(PSSceneIn input) : SV_Target
{
return input.Color;
}
// Helper to detect a silhouette edge and extrude a volume from it
void DetectAndProcessSilhouette(float3 N, // Un-normalized triangle normal
GSShadowIn v1, // Shared vertex
GSShadowIn v2, // Shared vertex
GSShadowIn vAdj, // Adjacent triangle vertex
inout TriangleStream<PSShadowIn> ShadowTriangleStream // triangle stream
)
{
float3 NAdj = cross(v2.Pos - vAdj.Pos, v1.Pos - vAdj.Pos);
float fDot = dot(normalize(N), normalize(NAdj));
if (fDot < 0.0)
{
float3 outpos[4];
float3 extrude1 = normalize(v1.Pos - LightPos);
float3 extrude2 = normalize(v2.Pos - LightPos);
outpos[0] = v1.Pos + ExtrudeBias * extrude1;
outpos[1] = v1.Pos + ExtrudeAmt * extrude1;
outpos[2] = v2.Pos + ExtrudeBias * extrude2;
outpos[3] = v2.Pos + ExtrudeAmt * extrude2;
// Extrude silhouette to create two new triangles
PSShadowIn Out;
for(int v = 0; v < 4; v++)
{
Out.Pos = mul(float4(outpos[v], 1.0f), ViewMatrix);
Out.Pos = mul(Out.Pos, ProjectionMatrix);
ShadowTriangleStream.Append(Out);
}
ShadowTriangleStream.RestartStrip();
}
}
// GS for generating shadow volumes
[maxvertexcount(18)]
void GSShadowmain(triangleadj GSShadowIn In[6], inout TriangleStream<PSShadowIn> ShadowTriangleStream)
{
// Compute un-normalized triangle normal
float3 N = normalize(cross(In[2].Pos - In[0].Pos, In[4].Pos - In[0].Pos));
// Compute direction from this triangle to the light
float3 lightDir[3];
lightDir[0] = normalize(LightPos - In[0].Pos);
lightDir[1] = normalize(LightPos - In[2].Pos);
lightDir[2] = normalize(LightPos - In[4].Pos);
//if we're facing the light
if(dot(N, lightDir[0]) > 0.0f || dot(N, lightDir[1]) > 0.0f || dot(N, lightDir[2]) > 0.0f)
{
// For each edge of the triangle, determine if it is a silhouette edge
DetectAndProcessSilhouette(lightDir[0], In[0], In[2], In[1], ShadowTriangleStream);
DetectAndProcessSilhouette(lightDir[1], In[2], In[4], In[3], ShadowTriangleStream);
DetectAndProcessSilhouette(lightDir[2], In[4], In[0], In[5], ShadowTriangleStream);
//near cap
PSShadowIn Out;
for(int v = 0; v < 6; v += 2)
{
float3 extrude = normalize(In[v].Pos - LightPos);
float3 Pos = In[v].Pos + ExtrudeBias * extrude;
Out.Pos = mul(float4(Pos, 1.0f), ViewMatrix);
Out.Pos = mul(Out.Pos, ProjectionMatrix);
ShadowTriangleStream.Append(Out);
}
ShadowTriangleStream.RestartStrip();
//far cap (reverse the order)
for(int v2 = 4; v2 >= 0; v2 -= 2)
{
float3 extrude = normalize(In[v2].Pos - LightPos);
float3 Pos = In[v2].Pos + ExtrudeAmt * extrude;
Out.Pos = mul(float4(Pos, 1.0f), ViewMatrix);
Out.Pos = mul(Out.Pos, ProjectionMatrix);
ShadowTriangleStream.Append( Out );
}
ShadowTriangleStream.RestartStrip();
}
}
// PS for rendering shadow scene
float4 PSShadowmain(PSShadowIn input) : SV_Target
{
return float4(0.3,0,0,0.25);
}
// RenderShadow - extrudes shadows from geometry
technique10 CastShadows
{
pass p0
{
SetVertexShader( CompileShader( vs_4_0, VSShadowmain() ) );
SetGeometryShader( CompileShader( gs_4_0, GSShadowmain() ) );
SetPixelShader( CompileShader( ps_4_0, PSShadowmain() ) );
SetBlendState( DisableFrameBuffer, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetDepthStencilState( TwoSidedStencil, 1 ); //state, stencilref
SetRasterizerState( DisableCulling );
}
}
technique10 ShowShadowVolume
{
pass p0
{
SetVertexShader( CompileShader( vs_4_0, VSShadowmain() ) );
SetGeometryShader( CompileShader( gs_4_0, GSShadowmain() ) );
SetPixelShader( CompileShader( ps_4_0, PSShadowmain() ) );
SetBlendState( SrcAlphaBlending, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetDepthStencilState( TwoSidedStencil, 1 ); //state, stencilref
SetRasterizerState( DisableCulling );
}
}
technique10 ReceiveShadows
{
pass p0
{
SetVertexShader( CompileShader( vs_4_0, VSScenemain() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, PSScenemain() ) );
SetBlendState( SrcAlphaBlending, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetDepthStencilState( RenderNonShadows, 0 ); //state, stencilref
SetRasterizerState( EnableCulling );
}
}

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D:\Code\blu-flame.org\aiwaz\Aiwaz.Demo\obj\Debug\Aiwaz.Demo.Properties.Resources.resources
D:\Code\blu-flame.org\aiwaz\Aiwaz.Demo\obj\Debug\Aiwaz.Demo.csproj.GenerateResource.Cache
D:\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\Debug\Aiwaz.Demo.exe
D:\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\Debug\Aiwaz.Demo.pdb
D:\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\Debug\Aiwaz.Common.dll
D:\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\Debug\Aiwaz.Contracts.dll
D:\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\Debug\Aiwaz.Core.dll
D:\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\Debug\Aiwaz.Contracts.pdb
D:\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\Debug\Aiwaz.Common.pdb
D:\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\Debug\Aiwaz.Core.pdb
D:\Code\blu-flame.org\aiwaz\Aiwaz.Demo\obj\Debug\Aiwaz.Demo.exe
D:\Code\blu-flame.org\aiwaz\Aiwaz.Demo\obj\Debug\Aiwaz.Demo.pdb
D:\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\Debug\Ionic.Zip.dll
D:\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\Debug\Aiwaz.Resources.dll
D:\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\Debug\Aiwaz.Resources.pdb
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\Debug\Aiwaz.Demo.exe
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\Debug\Aiwaz.Demo.pdb
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\Debug\Aiwaz.Common.dll
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\Debug\Aiwaz.Contracts.dll
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\Debug\Aiwaz.Core.dll
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\Debug\Aiwaz.Resources.dll
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\Debug\SlimDX.dll
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\Debug\Ionic.Zip.dll
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\Debug\Aiwaz.Common.pdb
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\Debug\Aiwaz.Contracts.pdb
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\Debug\Aiwaz.Core.pdb
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\Debug\Aiwaz.Resources.pdb
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\Debug\SlimDX.xml
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\obj\Debug\Aiwaz.Demo.csprojResolveAssemblyReference.cache
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\obj\Debug\Aiwaz.Demo.Properties.Resources.resources
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\obj\Debug\Aiwaz.Demo.csproj.GenerateResource.Cache
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\obj\Debug\Aiwaz.Demo.exe
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D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\x86\Debug\Aiwaz.Common.dll
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\x86\Debug\Aiwaz.Contracts.dll
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\x86\Debug\Aiwaz.Core.dll
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\x86\Debug\Aiwaz.Resources.dll
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\x86\Debug\SlimDX.dll
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\x86\Debug\Ionic.Zip.dll
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\x86\Debug\Aiwaz.Common.pdb
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\x86\Debug\Aiwaz.Contracts.pdb
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\x86\Debug\Aiwaz.Core.pdb
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\x86\Debug\Aiwaz.Resources.pdb
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\x86\Debug\SlimDX.xml
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\obj\x86\Debug\Aiwaz.Demo.csprojResolveAssemblyReference.cache
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\obj\x86\Debug\Aiwaz.Demo.Properties.Resources.resources
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\obj\x86\Debug\Aiwaz.Demo.csproj.GenerateResource.Cache
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