port from perforce
This commit is contained in:
158
aiwaz/Aiwaz.Demo/Aiwaz.Demo.csproj
Normal file
158
aiwaz/Aiwaz.Demo/Aiwaz.Demo.csproj
Normal file
@@ -0,0 +1,158 @@
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<OutputType>Exe</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>Aiwaz.Demo</RootNamespace>
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<AssemblyName>Aiwaz.Demo</AssemblyName>
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<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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<OldToolsVersion>3.5</OldToolsVersion>
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<PublishUrl>publish\</PublishUrl>
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<Install>true</Install>
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<InstallFrom>Disk</InstallFrom>
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<UpdateEnabled>false</UpdateEnabled>
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<UpdateMode>Foreground</UpdateMode>
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<UpdateInterval>7</UpdateInterval>
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<UpdateIntervalUnits>Days</UpdateIntervalUnits>
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<UpdatePeriodically>false</UpdatePeriodically>
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<UpdateRequired>false</UpdateRequired>
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<MapFileExtensions>true</MapFileExtensions>
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<ApplicationRevision>0</ApplicationRevision>
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<ApplicationVersion>1.0.0.%2a</ApplicationVersion>
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<IsWebBootstrapper>false</IsWebBootstrapper>
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<UseApplicationTrust>false</UseApplicationTrust>
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<BootstrapperEnabled>true</BootstrapperEnabled>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\Debug\</OutputPath>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<DebugType>pdbonly</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>bin\Release\</OutputPath>
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<DefineConstants>TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x86'">
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<DebugSymbols>true</DebugSymbols>
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<OutputPath>bin\x86\Debug\</OutputPath>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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<DebugType>full</DebugType>
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<PlatformTarget>x86</PlatformTarget>
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<ErrorReport>prompt</ErrorReport>
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<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x86'">
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<OutputPath>bin\x86\Release\</OutputPath>
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<DefineConstants>TRACE</DefineConstants>
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<Optimize>true</Optimize>
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<DebugType>pdbonly</DebugType>
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<PlatformTarget>x86</PlatformTarget>
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<ErrorReport>prompt</ErrorReport>
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<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
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<ItemGroup>
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<Reference Include="SlimDX, Version=2.0.8.42, Culture=neutral, PublicKeyToken=b1b0c32fd1ffe4f9, processorArchitecture=x86">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>..\Extern\SlimDX\x86\SlimDX.dll</HintPath>
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</Reference>
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<Reference Include="System" />
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<Reference Include="System.Core">
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<RequiredTargetFramework>3.5</RequiredTargetFramework>
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</Reference>
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<Reference Include="System.Xml.Linq">
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<RequiredTargetFramework>3.5</RequiredTargetFramework>
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</Reference>
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<Reference Include="System.Data.DataSetExtensions">
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<RequiredTargetFramework>3.5</RequiredTargetFramework>
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</Reference>
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<Reference Include="System.Data" />
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<Reference Include="System.Deployment" />
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<Reference Include="System.Drawing" />
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<Reference Include="System.Windows.Forms" />
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||||
<Reference Include="System.Xml" />
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||||
<Reference Include="WindowsBase">
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<RequiredTargetFramework>3.0</RequiredTargetFramework>
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Program.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<EmbeddedResource Include="Properties\Resources.resx">
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<Generator>ResXFileCodeGenerator</Generator>
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<LastGenOutput>Resources.Designer.cs</LastGenOutput>
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<SubType>Designer</SubType>
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</EmbeddedResource>
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<Compile Include="Properties\Resources.Designer.cs">
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<AutoGen>True</AutoGen>
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<DependentUpon>Resources.resx</DependentUpon>
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<DesignTime>True</DesignTime>
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</Compile>
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<None Include="Properties\Settings.settings">
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<Generator>SettingsSingleFileGenerator</Generator>
|
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<LastGenOutput>Settings.Designer.cs</LastGenOutput>
|
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</None>
|
||||
<Compile Include="Properties\Settings.Designer.cs">
|
||||
<AutoGen>True</AutoGen>
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||||
<DependentUpon>Settings.settings</DependentUpon>
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<DesignTimeSharedInput>True</DesignTimeSharedInput>
|
||||
</Compile>
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||||
</ItemGroup>
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||||
<ItemGroup>
|
||||
<ProjectReference Include="..\Aiwaz.Common\Aiwaz.Common.csproj">
|
||||
<Project>{0F7D7168-08C1-45AE-AAE3-80506939D7E6}</Project>
|
||||
<Name>Aiwaz.Common</Name>
|
||||
</ProjectReference>
|
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<ProjectReference Include="..\Aiwaz.Contracts\Aiwaz.Contracts.csproj">
|
||||
<Project>{DE4D6FE6-D1FB-41A1-8ABA-19635B8FFD7A}</Project>
|
||||
<Name>Aiwaz.Contracts</Name>
|
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</ProjectReference>
|
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<ProjectReference Include="..\Aiwaz.Core\Aiwaz.Core.csproj">
|
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<Project>{B7AB4BB3-6FFC-453E-928D-852A6FF8C508}</Project>
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<Name>Aiwaz.Core</Name>
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</ProjectReference>
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<ProjectReference Include="..\Aiwaz.Resources\Aiwaz.Resources.csproj">
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<Project>{EA73561A-0B57-4FDC-8AF3-52E959BA67E7}</Project>
|
||||
<Name>Aiwaz.Resources</Name>
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</ProjectReference>
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</ItemGroup>
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<ItemGroup>
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<BootstrapperPackage Include="Microsoft.Net.Client.3.5">
|
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<Visible>False</Visible>
|
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<ProductName>.NET Framework 3.5 SP1 Client Profile</ProductName>
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<Install>false</Install>
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</BootstrapperPackage>
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<BootstrapperPackage Include="Microsoft.Net.Framework.3.5.SP1">
|
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<Visible>False</Visible>
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<ProductName>.NET Framework 3.5 SP1</ProductName>
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<Install>true</Install>
|
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</BootstrapperPackage>
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</ItemGroup>
|
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<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>
|
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</Project>
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13
aiwaz/Aiwaz.Demo/Aiwaz.Demo.csproj.user
Normal file
13
aiwaz/Aiwaz.Demo/Aiwaz.Demo.csproj.user
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@@ -0,0 +1,13 @@
|
||||
<?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>
|
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<VerifyUploadedFiles>false</VerifyUploadedFiles>
|
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</PropertyGroup>
|
||||
</Project>
|
||||
14
aiwaz/Aiwaz.Demo/IObjectFactory.cs
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14
aiwaz/Aiwaz.Demo/IObjectFactory.cs
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@@ -0,0 +1,14 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
94
aiwaz/Aiwaz.Demo/Program.cs
Normal file
94
aiwaz/Aiwaz.Demo/Program.cs
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@@ -0,0 +1,94 @@
|
||||
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();
|
||||
}
|
||||
}
|
||||
}
|
||||
36
aiwaz/Aiwaz.Demo/Properties/AssemblyInfo.cs
Normal file
36
aiwaz/Aiwaz.Demo/Properties/AssemblyInfo.cs
Normal file
@@ -0,0 +1,36 @@
|
||||
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")]
|
||||
63
aiwaz/Aiwaz.Demo/Properties/Resources.Designer.cs
generated
Normal file
63
aiwaz/Aiwaz.Demo/Properties/Resources.Designer.cs
generated
Normal file
@@ -0,0 +1,63 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
117
aiwaz/Aiwaz.Demo/Properties/Resources.resx
Normal file
117
aiwaz/Aiwaz.Demo/Properties/Resources.resx
Normal file
@@ -0,0 +1,117 @@
|
||||
<?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>
|
||||
26
aiwaz/Aiwaz.Demo/Properties/Settings.Designer.cs
generated
Normal file
26
aiwaz/Aiwaz.Demo/Properties/Settings.Designer.cs
generated
Normal file
@@ -0,0 +1,26 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
7
aiwaz/Aiwaz.Demo/Properties/Settings.settings
Normal file
7
aiwaz/Aiwaz.Demo/Properties/Settings.settings
Normal file
@@ -0,0 +1,7 @@
|
||||
<?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>
|
||||
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Aiwaz.Common.dll
Normal file
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Aiwaz.Common.dll
Normal file
Binary file not shown.
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Aiwaz.Common.pdb
Normal file
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Aiwaz.Common.pdb
Normal file
Binary file not shown.
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Aiwaz.Contracts.dll
Normal file
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Aiwaz.Contracts.dll
Normal file
Binary file not shown.
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Aiwaz.Contracts.pdb
Normal file
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Aiwaz.Contracts.pdb
Normal file
Binary file not shown.
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Aiwaz.Core.dll
Normal file
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Aiwaz.Core.dll
Normal file
Binary file not shown.
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Aiwaz.Core.pdb
Normal file
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Aiwaz.Core.pdb
Normal file
Binary file not shown.
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Aiwaz.Demo.exe
Normal file
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Aiwaz.Demo.exe
Normal file
Binary file not shown.
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Aiwaz.Demo.pdb
Normal file
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Aiwaz.Demo.pdb
Normal file
Binary file not shown.
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Aiwaz.Demo.vshost.exe
Normal file
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Aiwaz.Demo.vshost.exe
Normal file
Binary file not shown.
11
aiwaz/Aiwaz.Demo/bin/Debug/Aiwaz.Demo.vshost.exe.manifest
Normal file
11
aiwaz/Aiwaz.Demo/bin/Debug/Aiwaz.Demo.vshost.exe.manifest
Normal file
@@ -0,0 +1,11 @@
|
||||
<?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>
|
||||
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Aiwaz.Resources.dll
Normal file
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Aiwaz.Resources.dll
Normal file
Binary file not shown.
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Aiwaz.Resources.pdb
Normal file
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Aiwaz.Resources.pdb
Normal file
Binary file not shown.
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Data/ChamferBox.blu
Normal file
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Data/ChamferBox.blu
Normal file
Binary file not shown.
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Data/DarkSand.jpg
Normal file
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Data/DarkSand.jpg
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 161 KiB |
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Data/Distortion.jpg
Normal file
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Data/Distortion.jpg
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 51 KiB |
202
aiwaz/Aiwaz.Demo/bin/Debug/Data/NormalOutput.fx
Normal file
202
aiwaz/Aiwaz.Demo/bin/Debug/Data/NormalOutput.fx
Normal file
@@ -0,0 +1,202 @@
|
||||
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 );
|
||||
}
|
||||
}
|
||||
184
aiwaz/Aiwaz.Demo/bin/Debug/Data/PostProcess.fx
Normal file
184
aiwaz/Aiwaz.Demo/bin/Debug/Data/PostProcess.fx
Normal file
@@ -0,0 +1,184 @@
|
||||
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 );
|
||||
}
|
||||
}
|
||||
319
aiwaz/Aiwaz.Demo/bin/Debug/Data/ShadowVolume.fx
Normal file
319
aiwaz/Aiwaz.Demo/bin/Debug/Data/ShadowVolume.fx
Normal file
@@ -0,0 +1,319 @@
|
||||
#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 );
|
||||
}
|
||||
}
|
||||
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Data/Wall.jpg
Normal file
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Data/Wall.jpg
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 449 KiB |
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Data/Wall2.jpg
Normal file
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Data/Wall2.jpg
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 156 KiB |
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Data/Wall2Normal.jpg
Normal file
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Data/Wall2Normal.jpg
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 64 KiB |
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Data/WallNormal.jpg
Normal file
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Data/WallNormal.jpg
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 181 KiB |
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Ionic.Zip.dll
Normal file
BIN
aiwaz/Aiwaz.Demo/bin/Debug/Ionic.Zip.dll
Normal file
Binary file not shown.
BIN
aiwaz/Aiwaz.Demo/bin/Debug/SlimDX.dll
Normal file
BIN
aiwaz/Aiwaz.Demo/bin/Debug/SlimDX.dll
Normal file
Binary file not shown.
43576
aiwaz/Aiwaz.Demo/bin/Debug/SlimDX.xml
Normal file
43576
aiwaz/Aiwaz.Demo/bin/Debug/SlimDX.xml
Normal file
File diff suppressed because it is too large
Load Diff
BIN
aiwaz/Aiwaz.Demo/bin/Debug/data.pak
Normal file
BIN
aiwaz/Aiwaz.Demo/bin/Debug/data.pak
Normal file
Binary file not shown.
1
aiwaz/Aiwaz.Demo/bin/Debug/test.txt
Normal file
1
aiwaz/Aiwaz.Demo/bin/Debug/test.txt
Normal file
@@ -0,0 +1 @@
|
||||
test
|
||||
BIN
aiwaz/Aiwaz.Demo/bin/x86/Debug/Aiwaz.Common.dll
Normal file
BIN
aiwaz/Aiwaz.Demo/bin/x86/Debug/Aiwaz.Common.dll
Normal file
Binary file not shown.
BIN
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D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\obj\Debug\Aiwaz.Demo.csproj.GenerateResource.Cache
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||||
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\x86\Debug\Ionic.Zip.dll
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||||
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
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||||
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\x86\Debug\Aiwaz.Core.pdb
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||||
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\x86\Debug\Aiwaz.Resources.pdb
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||||
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\bin\x86\Debug\SlimDX.xml
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||||
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\obj\x86\Debug\Aiwaz.Demo.csprojResolveAssemblyReference.cache
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||||
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
|
||||
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\obj\x86\Debug\Aiwaz.Demo.exe
|
||||
D:\Private\Frank\Code\blu-flame.org\aiwaz\Aiwaz.Demo\obj\x86\Debug\Aiwaz.Demo.pdb
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||||
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Reference in New Issue
Block a user