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C# DataStream.Close方法代码示例

本文整理汇总了C#中DataStream.Close方法的典型用法代码示例。如果您正苦于以下问题:C# DataStream.Close方法的具体用法?C# DataStream.Close怎么用?C# DataStream.Close使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在DataStream的用法示例。


在下文中一共展示了DataStream.Close方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: Create

        public static void Create()
        {
            //without texcoord
            DataStream stream = new DataStream(12 * 6, true, true);
            stream.Write<Vector3>(new Vector3(-1, -1, 1));
            stream.Write<Vector3>(new Vector3(-1, 1, 1));
            stream.Write<Vector3>(new Vector3(1, 1, 1));
            stream.Write<Vector3>(new Vector3(1, 1, 1));
            stream.Write<Vector3>(new Vector3(1, -1, 1));
            stream.Write<Vector3>(new Vector3(-1, -1, 1));
            elements[0] = new SlimDX.Direct3D10.InputElement("POSITION", 0, SlimDX.DXGI.Format.R32G32B32_Float, 0, 0);
            stream.Position = 0;
            buffer = new SlimDX.Direct3D10.Buffer(Game.gameClass.GetDevice(), stream, (int)stream.Length, D3D10.ResourceUsage.Immutable,
                D3D10.BindFlags.VertexBuffer, D3D10.CpuAccessFlags.None, D3D10.ResourceOptionFlags.None);
            binding = new SlimDX.Direct3D10.VertexBufferBinding(buffer, 12, 0);
            stream.Close();

            //with texcoord
            stream = new DataStream(12 * 6*2, true, true);
            stream.Write<Vector3>(new Vector3(-1, -1, 1));
            stream.Write<Vector3>(Vector3.Zero);
            stream.Write<Vector3>(new Vector3(-1, 1, 1));
            stream.Write<Vector3>(Vector3.Zero);
            stream.Write<Vector3>(new Vector3(1, 1, 1));
            stream.Write<Vector3>(Vector3.Zero);
            stream.Write<Vector3>(new Vector3(1, 1, 1));
            stream.Write<Vector3>(Vector3.Zero);
            stream.Write<Vector3>(new Vector3(1, -1, 1));
            stream.Write<Vector3>(Vector3.Zero);
            stream.Write<Vector3>(new Vector3(-1, -1, 1));
            stream.Write<Vector3>(Vector3.Zero);

            elementsWithTexCoord[0] = new SlimDX.Direct3D10.InputElement("POSITION", 0, SlimDX.DXGI.Format.R32G32B32_Float, 0, 0);
            elementsWithTexCoord[1] = new SlimDX.Direct3D10.InputElement("TEXCOORD", 0, SlimDX.DXGI.Format.R32G32B32_Float, 12, 0);
            stream.Position = 0;
            bufferWithTexCoord = new SlimDX.Direct3D10.Buffer(Game.gameClass.GetDevice(), stream, (int)stream.Length, D3D10.ResourceUsage.Dynamic,
                D3D10.BindFlags.VertexBuffer, D3D10.CpuAccessFlags.Write, D3D10.ResourceOptionFlags.None);
            bindingWithTexCoord = new SlimDX.Direct3D10.VertexBufferBinding(bufferWithTexCoord, 24, 0);
            stream.Close();
        }
开发者ID:rtshadow,项目名称:miscs,代码行数:40,代码来源:Quad.cs

示例2: UpdateRectangles

        public void UpdateRectangles( IList< Image4ub > images, IList< Rect2i > targets )
        {
#if false
            var wrapper = D3D10Wrapper.Instance;

            var im = new Image4ub( this.Size, Color4ub.Red );
            fixed( void* ptr = im.Pixels )
            {
                var userBuffer = new IntPtr( ptr );
                var dataStream = new DataStream( userBuffer, 4 * im.NumPixels, true, true );
                var sourceBox = new DataBox( 4 * im.Width, 4 * im.Width * im.Height, dataStream );

                var targetRegion = new ResourceRegion
                {
                    Back = 1,
                    Front = 0,
                    Bottom = 4096,
                    Top = 0,
                    Left = 0,
                    Right = 4096
                };

                wrapper.Device.UpdateSubresource( sourceBox, Texture, 0, targetRegion );
                dataStream.Close();
            }

            return;
#endif
            if( images.Count != targets.Count )
            {
                throw new ArgumentException( "images and targets must be of the same length" );
            }

            var rect = Texture.Map( 0, MapMode.WriteDiscard, MapFlags.None );

            for( int i = 0; i < images.Count; ++i )
            {
                var im = images[ i ];
                var target = targets[ i ];

                for( int y = 0; y < im.Height; ++y )
                {
                    int sourceOffset = 4 * y * im.Width;
                    int sourceCount = 4 * im.Width;

                    rect.Data.Position = 4 * ( ( y + target.Origin.y ) * Width + target.Origin.x );
                    rect.Data.Write( im.Pixels, sourceOffset, sourceCount );
                }
            }

            rect.Data.Close();
            Texture.Unmap( 0 );
        }
开发者ID:jiawen,项目名称:libcgt.net,代码行数:53,代码来源:DynamicTexture2D.cs

示例3: SetRandomTex

        private void SetRandomTex(int Seed)
        {
            // set the seed
            _Seed = Seed;

            // set the random size
            int RandNum_Size = 256;

            // set the description of the texture
            Texture1DDescription RandomTex_Desc = new Texture1DDescription();
            RandomTex_Desc.Format = Format.R8_UInt;
            RandomTex_Desc.CpuAccessFlags = CpuAccessFlags.None;
            RandomTex_Desc.Width = RandNum_Size * 2;
            RandomTex_Desc.Usage = ResourceUsage.Default;
            RandomTex_Desc.OptionFlags = ResourceOptionFlags.None;
            RandomTex_Desc.MipLevels = 1;
            RandomTex_Desc.BindFlags = BindFlags.ShaderResource;
            RandomTex_Desc.ArraySize = 1;

            // start the stream
            DataStream stream = new DataStream(RandNum_Size * 2, true, true);

            // Initialize the random generator
            Random generator = new Random(Seed);

            // allocate the random values
            byte[] RandNum_Host = new byte[RandNum_Size * 2];

            // Copy the source data twice to the generator array
            for (int i = 0; i < RandNum_Size; i++) {
                RandNum_Host[i] = (byte)generator.Next(256);
                RandNum_Host[i + RandNum_Size] = RandNum_Host[i];
            }

            // pass the randoms to the stream
            stream.WriteRange<byte>(RandNum_Host);
            stream.Position = 0;

            // create the texture and pass the data
            Texture1D RandomTex = new Texture1D(Engine.g_device, RandomTex_Desc, stream);

            // close the stream we don't need it any more
            stream.Close();

            // create the resource view to be able to pass it to the shader
            ShaderResourceView RandomResourceView = new ShaderResourceView(Engine.g_device, RandomTex);

            // set the Resource to the shader
            RandomTex_Variable.SetResource(RandomResourceView);
        }
开发者ID:fxbit,项目名称:FxGraphicsEngine,代码行数:50,代码来源:ShaderVariable_Perlin.cs

示例4: PointCloud

        public PointCloud(List<FxMaths.Vector.FxVector3f> Points, List<FxMaths.Vector.FxVector3f> Colors)
        {
            Device dev = Engine.g_device;

            /// make a stream with the vertex to be able to insert it to the mesh
            DataStream stream = new DataStream(Marshal.SizeOf(typeof(PointCloudParticle)) * Points.Count, true, true);

            /// Init the shader
            m_shader = new Shaders.ShaderPointCloud();
            m_numParticles = Points.Count;

            m_shader.SetTexture("c://Particle.png");

            /// write the particles to the stream
            for (int i = 0; i < m_numParticles; i++)
            {
                Points[i].WriteToDataStream(stream);
                Colors[i].WriteToDataStream(stream);
            }
            /// reset the position in the stream
            stream.Position = 0;

            /// Fill the buffer with the vertices
            m_BufferParticles = ComputeShader.CreateBuffer(m_numParticles, ComputeShader.SizeOfFloat3 * 2, AccessViewType.SRV, stream);
            m_BufferParticles.DebugName = "ParticleBuffer";

            m_srvBufferParticles = FXResourceVariable.InitSRVResource(dev, m_BufferParticles);
            m_rvBufferParticles = m_shader.m_effect.GetResourceByName("particleBuffer");
            m_rvBufferParticles.SetResource(m_srvBufferParticles);

            // set the world matrix
            m_WorldMatrix = Matrix.Scaling(_scale) * Matrix.RotationYawPitchRoll(_rotation.Y, _rotation.X, _rotation.Z) * Matrix.Translation(_position);

            // close the stream
            stream.Close();
        }
开发者ID:fxbit,项目名称:FxGraphicsEngine,代码行数:36,代码来源:PointCloud.cs

示例5: RenderObject

        public RenderObject(Device device)
        {
            cb.vp = Matrix.Identity;
            cb.world = Matrix.Identity;

            // load and compile the vertex shader
            using (var bytecode = ShaderBytecode.CompileFromFile("simple.fx", "VShader", "vs_4_0", ShaderFlags.None, EffectFlags.None))
            {
                vsInputSignature = ShaderSignature.GetInputSignature(bytecode);
                vertexShader = new VertexShader(device, bytecode);
            }

            // load and compile the pixel shader
            using (var bytecode = ShaderBytecode.CompileFromFile("simple.fx", "PShader", "ps_4_0", ShaderFlags.None, EffectFlags.None))
                pixelShader = new PixelShader(device, bytecode);

            // Old school style.
            /*
            vertexSize = 24;
            vertexCount = 3;
            var vertexStream = new DataStream(vertexSize * vertexCount, true, true);
            vertexStream.Write(new Vector3(0.0f, 5.0f, 0.5f));
            vertexStream.Write(new Vector3(1, 0, 0)); // color
            vertexStream.Write(new Vector3(5.0f, -5.0f, 0.5f));
            vertexStream.Write(new Vector3(0, 1, 0)); // color
            vertexStream.Write(new Vector3(-5.0f, -5.0f, 0.5f));
            vertexStream.Write(new Vector3(0, 0, 1)); // color
            vertexStream.Position = 0;
            */

            // Use struct
            Vertex[] vertices = new Vertex[] {
                new Vertex() { pos = new Vector3(0.0f, 50.0f, 0.5f), col = new Vector3(1, 0, 0), uv = new Vector2(0, 0) },
                new Vertex() { pos = new Vector3(50.0f, -50.0f, 0.5f), col = new Vector3(1, 1, 0), uv = new Vector2(1, 0) },
                new Vertex() { pos = new Vector3(-50.0f, -50.0f, 0.5f), col = new Vector3(0, 1, 1), uv = new Vector2(1, 1) },
            };
            vertexSize = Marshal.SizeOf(typeof(Vertex));
            vertexCount = vertices.Length;
            var vertexStream = new DataStream(vertexSize * vertexCount, true, true);
            foreach (var vertex in vertices)
            {
                vertexStream.Write(vertex);
            }
            vertexStream.Position = 0;

            // create the vertex layout and buffer
            var elements = new[] {
                new InputElement("POSITION", 0, Format.R32G32B32_Float, 0),
                new InputElement("COLOR", 0, Format.R32G32B32_Float, 0),
                new InputElement("TEXCOORD", 0, Format.R32G32_Float, 0)
            };
            vertexBufferLayout = new InputLayout(device, vsInputSignature, elements);
            vertexBuffer = new Buffer(device, vertexStream, vertexSize * vertexCount, ResourceUsage.Default, BindFlags.VertexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);

            vertexStream.Close();

            // Setup Constant Buffers
            constantBuffer = new Buffer(device, Marshal.SizeOf(typeof(ConstantBuffer)), ResourceUsage.Dynamic, BindFlags.ConstantBuffer, CpuAccessFlags.Write, ResourceOptionFlags.None, 0);

            // http://asc-chalmers-project.googlecode.com/svn-history/r26/trunk/Source/AdvGraphicsProject/Program.cs
            // Try load a texture
            SamplerDescription samplerDescription = new SamplerDescription();
            samplerDescription.AddressU = TextureAddressMode.Wrap;
            samplerDescription.AddressV = TextureAddressMode.Wrap;
            samplerDescription.AddressW = TextureAddressMode.Wrap;
            samplerDescription.Filter = Filter.MinPointMagMipLinear;
            samplerLinear = SamplerState.FromDescription(device, samplerDescription);

            texture = Texture2D.FromFile(device, "Data/cco.png");
            textureView = new ShaderResourceView(device, texture);

            var desc = new BlendStateDescription()
            {
                AlphaToCoverageEnable = true,
                IndependentBlendEnable = true
            };

            desc.RenderTargets[0].BlendEnable = false;
            desc.RenderTargets[0].BlendOperation = BlendOperation.Add;
            desc.RenderTargets[0].BlendOperationAlpha = BlendOperation.Add;
            desc.RenderTargets[0].RenderTargetWriteMask = ColorWriteMaskFlags.Alpha;
            desc.RenderTargets[0].SourceBlend = BlendOption.SourceAlpha;
            desc.RenderTargets[0].DestinationBlend = BlendOption.InverseSourceAlpha;
            desc.RenderTargets[0].DestinationBlendAlpha = BlendOption.InverseSourceAlpha;
            desc.RenderTargets[0].RenderTargetWriteMask = ColorWriteMaskFlags.All;

            blendState = BlendState.FromDescription(device, desc);
        }
开发者ID:gitsly,项目名称:game,代码行数:88,代码来源:RenderObject.cs

示例6: CreateMesh

        /// <summary>
        /// Create the mesh and stream it to the device
        /// </summary>
        public void CreateMesh()
        {
            Device dev = Engine.g_device;

            /// make a stream with the vertex to be able to insert it to the mesh
            DataStream stream = new DataStream(Marshal.SizeOf(typeof(Polygon)) * m_polygons.Count * 3, true, true);

            /// write the polygons to the stream
            stream.WriteRange<Polygon>(m_polygons.ToArray());

            /// reset the position in the stream
            stream.Position = 0;

            /// Fill the buffer with the vertices
            m_BufferVertices = new SharpDX.Direct3D11.Buffer(dev, stream, new BufferDescription() {
                BindFlags = BindFlags.VertexBuffer,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags = ResourceOptionFlags.None,
                SizeInBytes = (int)stream.Length,
                Usage = ResourceUsage.Default
            });

            // create the binder for the vertex
            m_VertexBufferBinding = new VertexBufferBinding(m_BufferVertices, 56 /* the size of the Vertex */ , 0);

            // close the stream
            stream.Close();

            /*
            /// make a stream with the Indices to be able to insert it to the mesh
            stream = new DataStream(sizeof(uint) * m_polygons.Count * 3, true, true);
            for (uint i = 0; i < m_polygons.Count * 3; i++)
                stream.Write<uint>(i);

            /// reset the position in the stream
            stream.Position = 0;

            m_BufferIndices = new SharpDX.Direct3D11.Buffer(dev, stream, new BufferDescription() {
                BindFlags = BindFlags.IndexBuffer,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags = ResourceOptionFlags.None,
                SizeInBytes = (int)stream.Length,
                Usage = ResourceUsage.Default
            });

            // close the stream
            stream.Close();
            */

            // create the input layout
            m_input_layout = new InputLayout(
                Engine.g_device,
                m_shader.m_VertexShaderByteCode,
                m_layout);
        }
开发者ID:fxbit,项目名称:FxGraphicsEngine,代码行数:58,代码来源:Mesh.cs

示例7: CreateScreenQuad

        public static Buffer CreateScreenQuad(Device device)
        {
            var overlayVertices = new DataStream(VertexPositionTexture.SizeInBytes * 4, true, true);

            overlayVertices.Write(new VertexPositionTexture(new Vector3(-1, 1, 0), new Vector2(0, 0f)));
            overlayVertices.Write(new VertexPositionTexture(new Vector3(1, 1, 0), new Vector2(1, 0)));
            overlayVertices.Write(new VertexPositionTexture(new Vector3(-1, -1, 0), new Vector2(0, 1)));
            overlayVertices.Write(new VertexPositionTexture(new Vector3(1, -1, 0), new Vector2(1, 1)));

            // reset the vertex stream
            overlayVertices.Position = 0;

            // create the overlay vertex layout and buffer
            var vertexBufferOverlay = new Buffer(device, overlayVertices, (int)overlayVertices.Length, ResourceUsage.Default, BindFlags.VertexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
            overlayVertices.Close();

            return vertexBufferOverlay;

            //Buffer vertexBuffer;

            //// Top Left of screen is -1, +1
            //// Bottom Right of screen is +1, -1
            //var overlayVertices = new DataStream(VertexPositionTexture.SizeInBytes * 4, true, true);
            //overlayVertices.Write(new VertexPositionTexture(new Vector3(-1, 1, 0), new Vector2(0, 0f)));
            //overlayVertices.Write(new VertexPositionTexture(new Vector3(1, 1, 0), new Vector2(1, 0)));
            //overlayVertices.Write(new VertexPositionTexture(new Vector3(-1, -1, 0), new Vector2(0, 1)));
            //overlayVertices.Write(new VertexPositionTexture(new Vector3(1, -1, 0), new Vector2(1, 1)));

            //// reset the vertex stream
            //overlayVertices.Position = 0;

            //var vertexBufferDesc = new BufferDescription
            //{
            //    //SizeInBytes = sizeof(float) * 5 * 4,
            //    SizeInBytes = (int)overlayVertices.Length,
            //    Usage = ResourceUsage.Default,
            //    BindFlags = BindFlags.VertexBuffer,
            //};

            //// create the overlay vertex layout and buffer
            //vertexBuffer = new Buffer(device, overlayVertices, vertexBufferDesc);
            //overlayVertices.Close();

            //using (var data = new DataStream(vertexBufferDesc.SizeInBytes, false, true))
            //{
            //    data.Write(new VertexPositionTexture(new Vector3(-1, 1, 0), new Vector2(0, 0f)));
            //    data.Write(new VertexPositionTexture(new Vector3(1, 1, 0), new Vector2(1, 0)));
            //    data.Write(new VertexPositionTexture(new Vector3(-1, -1, 0), new Vector2(0, 1)));
            //    data.Write(new VertexPositionTexture(new Vector3(1, -1, 0), new Vector2(1, 1)));

            //    // reset the vertex stream
            //    //data.Position = 0;

            //    //data.Write(new Vector3(0.5f, 0.5f, 0));
            //    //data.Write(new Vector2(1, 0));
            //    //data.Write(new Vector3(0.5f, -0.5f, 0));
            //    //data.Write(new Vector2(1, 1));
            //    //data.Write(new Vector3(-0.5f, 0.5f, 0));
            //    //data.Write(new Vector2(0, 0));
            //    //data.Write(new Vector3(-0.5f, -0.5f, 0));
            //    //data.Write(new Vector2(0, 1));
            //    vertexBuffer = new Buffer(device, data, vertexBufferDesc);

            //    //device.ImmediateContext.UnmapSubresource(vertexBuffer, 0);
            //}

            //return vertexBuffer;
        }
开发者ID:ernstnaezer,项目名称:sandbox,代码行数:68,代码来源:MeshFactory.cs

示例8: CreateVertexBuffer

        private void CreateVertexBuffer()
        {
            //create vertex buffer
                int size = 8 * quadSize * quadSize * 6; //end size of each quad will be quadSize+1
                DataStream stream = new DataStream(size, true, true);
                for (int i = 0; i < quadSize; i++)
                    for (int j = 0; j < quadSize; j++)
                    {
                        stream.Write(new Vector2(i, j));
                        stream.Write(new Vector2(i, j + 1));
                        stream.Write(new Vector2(i + 1, j + 1));

                        stream.Write(new Vector2(i + 1, j + 1));
                        stream.Write(new Vector2(i + 1, j));
                        stream.Write(new Vector2(i, j));
                    }
                stream.Position = 0;

                vertexBuffer = new SlimDX.Direct3D10.Buffer(Game.gameClass.GetDevice(), stream, size, SlimDX.Direct3D10.ResourceUsage.Immutable,
                    SlimDX.Direct3D10.BindFlags.VertexBuffer, SlimDX.Direct3D10.CpuAccessFlags.None, SlimDX.Direct3D10.ResourceOptionFlags.None);
                stream.Close();

            instances = new Vector4[(Globals.mapSize / quadSize) * (Globals.mapSize / quadSize)];
            vertexBufferBinding = new SlimDX.Direct3D10.VertexBufferBinding(vertexBuffer, sizeof(float) * 2, 0);
        }
开发者ID:rtshadow,项目名称:miscs,代码行数:25,代码来源:Terrain.cs

示例9: CreateBuffer

        private Buffer CreateBuffer(Device device)
        {
            Vertex[] vertices = CreateVertices();

            var stream = new DataStream(vertices.Length * Marshal.SizeOf(typeof(Vertex)), true, true);

            foreach (var vertex in vertices)
            {
                stream.Write(vertex.Position);
                stream.Write(vertex.Color);
                stream.Write(vertex.Normal);
            }

            // Important: when specifying initial buffer data like this, the buffer will
            // read from the current DataStream position; we must rewind the stream to
            // the start of the data we just wrote.
            stream.Position = 0;

            var bufferDescription = new BufferDescription
            {
                BindFlags = BindFlags.VertexBuffer,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags = ResourceOptionFlags.None,
                SizeInBytes = (3 * Marshal.SizeOf(typeof(Vertex))),
                Usage = ResourceUsage.Default
            };

            var buffer = new Buffer(device, stream, bufferDescription);
            stream.Close();
            return buffer;
        }
开发者ID:Christof,项目名称:afterglow,代码行数:31,代码来源:DefferedShading.cs

示例10: Run

        public void Run()
        {
            var form = new RenderForm("2d and 3d combined...it's like magic");
            form.KeyDown += (sender, args) => { if (args.KeyCode == Keys.Escape) form.Close(); };

            // DirectX DXGI 1.1 factory
            var factory1 = new Factory1();

            // The 1st graphics adapter
            var adapter1 = factory1.GetAdapter1(0);

            // ---------------------------------------------------------------------------------------------
            // Setup direct 3d version 11. It's context will be used to combine the two elements
            // ---------------------------------------------------------------------------------------------

            var description = new SwapChainDescription
                {
                    BufferCount = 1,
                    ModeDescription = new ModeDescription(0, 0, new Rational(60, 1), Format.R8G8B8A8_UNorm),
                    IsWindowed = true,
                    OutputHandle = form.Handle,
                    SampleDescription = new SampleDescription(1, 0),
                    SwapEffect = SwapEffect.Discard,
                    Usage = Usage.RenderTargetOutput,
                    Flags = SwapChainFlags.AllowModeSwitch
                };

            Device11 device11;
            SwapChain swapChain;

            Device11.CreateWithSwapChain(adapter1, DeviceCreationFlags.None, description, out device11, out swapChain);

            // create a view of our render target, which is the backbuffer of the swap chain we just created
            RenderTargetView renderTargetView;
            using (var resource = Resource.FromSwapChain<Texture2D>(swapChain, 0))
                renderTargetView = new RenderTargetView(device11, resource);

            // setting a viewport is required if you want to actually see anything
            var context = device11.ImmediateContext;

            var viewport = new Viewport(0.0f, 0.0f, form.ClientSize.Width, form.ClientSize.Height);
            context.OutputMerger.SetTargets(renderTargetView);
            context.Rasterizer.SetViewports(viewport);

            //
            // Create the DirectX11 texture2D. This texture will be shared with the DirectX10 device.
            //
            // The DirectX10 device will be used to render text onto this texture.
            // DirectX11 will then draw this texture (blended) onto the screen.
            // The KeyedMutex flag is required in order to share this resource between the two devices.
            var textureD3D11 = new Texture2D(device11, new Texture2DDescription
            {
                Width = form.ClientSize.Width,
                Height = form.ClientSize.Height,
                MipLevels = 1,
                ArraySize = 1,
                Format = Format.B8G8R8A8_UNorm,
                SampleDescription = new SampleDescription(1, 0),
                Usage = ResourceUsage.Default,
                BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags = ResourceOptionFlags.SharedKeyedmutex
            });

            // ---------------------------------------------------------------------------------------------
            // Setup a direct 3d version 10.1 adapter
            // ---------------------------------------------------------------------------------------------
            var device10 = new Device10(adapter1, SharpDX.Direct3D10.DeviceCreationFlags.BgraSupport, FeatureLevel.Level_10_0);

            // ---------------------------------------------------------------------------------------------
            // Setup Direct 2d
            // ---------------------------------------------------------------------------------------------

            // Direct2D Factory
            var factory2D = new SharpDX.Direct2D1.Factory(FactoryType.SingleThreaded, DebugLevel.Information);

            // Here we bind the texture we've created on our direct3d11 device through the direct3d10
            // to the direct 2d render target....
            var sharedResource = textureD3D11.QueryInterface<SharpDX.DXGI.Resource>();
            var textureD3D10 = device10.OpenSharedResource<SharpDX.Direct3D10.Texture2D>(sharedResource.SharedHandle);

            var surface = textureD3D10.AsSurface();
            var rtp = new RenderTargetProperties
                {
                    MinLevel = SharpDX.Direct2D1.FeatureLevel.Level_10,
                    Type = RenderTargetType.Hardware,
                    PixelFormat = new PixelFormat(Format.Unknown, AlphaMode.Premultiplied)
                };

            var renderTarget2D = new RenderTarget(factory2D, surface, rtp);
            var solidColorBrush = new SolidColorBrush(renderTarget2D, Colors.Red);

            // ---------------------------------------------------------------------------------------------------
            // Setup the rendering data
            // ---------------------------------------------------------------------------------------------------

            // Load Effect. This includes both the vertex and pixel shaders.
            // Also can include more than one technique.
            ShaderBytecode shaderByteCode = ShaderBytecode.CompileFromFile(
                "effectDx11.fx",
//.........这里部分代码省略.........
开发者ID:ernstnaezer,项目名称:SharpDXSharedResources,代码行数:101,代码来源:Program.cs

示例11: Main


//.........这里部分代码省略.........
                SwapEffect = SwapEffect.Discard
            };

            Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.Debug, description, out device, out swapChain);

            // create a view of our render target, which is the backbuffer of the swap chain we just created
            RenderTargetView renderTarget;
            using (var resource = Resource.FromSwapChain<Texture2D>(swapChain, 0))
                renderTarget = new RenderTargetView(device, resource);

            // setting a viewport is required if you want to actually see anything
            var context = device.ImmediateContext;
            var viewport = new Viewport(0.0f, 0.0f, form.ClientSize.Width, form.ClientSize.Height);
            context.OutputMerger.SetTargets(renderTarget);
            context.Rasterizer.SetViewports(viewport);

            // load and compile the vertex shader
            using (var bytecode = ShaderBytecode.CompileFromFile("Voxel.fx", "VS", "vs_4_0", ShaderFlags.None, EffectFlags.None))
            {
                inputSignature = ShaderSignature.GetInputSignature(bytecode);
                vertexShader = new VertexShader(device, bytecode);
            }

            using (var bytecode = ShaderBytecode.CompileFromFile("Voxel.fx", "GS", "gs_4_0", ShaderFlags.None, EffectFlags.None))
            {
                geometryShader = new GeometryShader(device, bytecode);
            }

            // load and compile the pixel shader
            using (var bytecode = ShaderBytecode.CompileFromFile("Voxel.fx", "PS", "ps_4_0", ShaderFlags.None, EffectFlags.None))
                pixelShader = new PixelShader(device, bytecode);

            // create test vertex data, making sure to rewind the stream afterward
            var vertices = new DataStream(12 * 3, true, true);
            vertices.Write(new Vector3(0.0f, 0.5f, 0.5f));
            vertices.Write(new Vector3(0.5f, -0.5f, 0.5f));
            vertices.Write(new Vector3(-0.5f, -0.5f, 0.5f));
            vertices.Position = 0;

            // create the vertex layout and buffer
            var elements = new[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0) };
            var layout = new InputLayout(device, inputSignature, elements);
            var vertexBuffer = new Buffer(device, vertices, 12 * 3, ResourceUsage.Default, BindFlags.VertexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);

            // configure the Input Assembler portion of the pipeline with the vertex data
            context.InputAssembler.InputLayout = layout;
            context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertexBuffer, 12, 0));

            // set the shaders
            context.VertexShader.Set(vertexShader);
            // context.GeometryShader.Set(geometryShader);
            context.PixelShader.Set(pixelShader);

            // prevent DXGI handling of alt+enter, which doesn't work properly with Winforms
            using (var factory = swapChain.GetParent<Factory>())
                factory.SetWindowAssociation(form.Handle, WindowAssociationFlags.IgnoreAltEnter);

            // handle alt+enter ourselves
            form.KeyDown += (o, e) =>
            {
                if (e.Alt && e.KeyCode == Keys.Enter)
                    swapChain.IsFullScreen = !swapChain.IsFullScreen;
            };

            // handle form size changes
            form.Resize += (o, e) =>
            {
                renderTarget.Dispose();

                swapChain.ResizeBuffers(2, 0, 0, Format.R8G8B8A8_UNorm, SwapChainFlags.AllowModeSwitch);
                using (var resource = Resource.FromSwapChain<Texture2D>(swapChain, 0))
                    renderTarget = new RenderTargetView(device, resource);

                context.OutputMerger.SetTargets(renderTarget);
            };

            MessagePump.Run(form, () =>
            {
                // clear the render target to a soothing blue
                context.ClearRenderTargetView(renderTarget, new Color4(0.5f, 0.5f, 1.0f));

                // draw the triangle
                context.Draw(3, 0);
                swapChain.Present(0, PresentFlags.None);
            });

            // clean up all resources
            // anything we missed will show up in the debug output
            vertices.Close();
            vertexBuffer.Dispose();
            layout.Dispose();
            inputSignature.Dispose();
            vertexShader.Dispose();
            geometryShader.Dispose();
            pixelShader.Dispose();
            renderTarget.Dispose();
            swapChain.Dispose();
            device.Dispose();
        }
开发者ID:aguldstrand,项目名称:Stuff,代码行数:101,代码来源:Program.cs

示例12: CreateVertexBuffer

        private void CreateVertexBuffer()
        {
            _vertexCount = _xRes*_yRes;

            var vertexStream = new DataStream(_vertexCount*PointVertex.SizeOf, true, true);

            // store pixel coordinates in each vertex
            for (short y = 0; y < _yRes; y++)
            {
                for (short x = 0; x < _xRes; x++)
                {
                    var pt = new PointVertex(x, y);
                    vertexStream.Write(pt);
                }
            }
            vertexStream.Position = 0;

            // create vertex buffer
            _vertexBuffer = new Buffer(_dxDevice, vertexStream,
                                       _vertexCount*PointVertex.SizeOf, ResourceUsage.Immutable,
                                       BindFlags.VertexBuffer,
                                       CpuAccessFlags.None, ResourceOptionFlags.None);

            vertexStream.Close();
        }
开发者ID:kobush,项目名称:ManagedOpenNI,代码行数:25,代码来源:DxKinectMeshRenderer.cs

示例13: CreateIndexBuffer

        private void CreateIndexBuffer()
        {
            _indexCount = (_xRes - 1)*(_yRes - 1)*6;
            var indexStream = new DataStream(_indexCount* sizeof(uint), true, true);

            // create index buffer
            for (int y = 0; y < _yRes -1; y++)
            {
                for (int x = 0; x < _xRes -1; x++)
                {
                    // first triangle
                    indexStream.Write(y*_xRes + x);
                    indexStream.Write((y+1)*_xRes + x);
                    indexStream.Write(y * _xRes + x + 1);

                    // second triangle
                    indexStream.Write((y + 1)*_xRes + x);
                    indexStream.Write((y + 1)*_xRes + x + 1);
                    indexStream.Write(y * _xRes + x + 1);
                }
            }

            indexStream.Position = 0;

            _indexBuffer = new Buffer(_dxDevice, indexStream, _indexCount*sizeof (uint), ResourceUsage.Immutable,
                                      BindFlags.IndexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None);

            indexStream.Close();
        }
开发者ID:kobush,项目名称:ManagedOpenNI,代码行数:29,代码来源:DxKinectMeshRenderer.cs

示例14: CreateBatch

        private void CreateBatch(PositionTexCoordNormalVertex[] vertices, short[] indices, Renderer renderer)
        {
            Debug.Assert(vertices != null && indices != null);

            int vertexBufferSize = PositionTexCoordNormalVertex.SizeInBytes * vertices.Length;
            var verticesData = new DataStream(vertexBufferSize, true, true);
            verticesData.WriteRange(vertices);
            verticesData.Seek(0, SeekOrigin.Begin);
            var vertexBuffer = new Buffer(renderer.Device, verticesData, vertexBufferSize, ResourceUsage.Default,
                                          BindFlags.VertexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None);
            verticesData.Close();

            int indexBufferSize = sizeof(short) * indices.Length;
            var indicesData = new DataStream(indexBufferSize, true, true);
            indicesData.WriteRange(indices);
            indicesData.Seek(0, SeekOrigin.Begin);
            var indexBuffer = new Buffer(renderer.Device, indicesData, indexBufferSize, ResourceUsage.Default,
                                         BindFlags.IndexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None);
            indicesData.Close();

            // Create batch
            var vertexBufferBinding = new VertexBufferBinding(vertexBuffer, PositionTexCoordNormalVertex.SizeInBytes, 0);
            var inputLayout = new InputLayout(renderer.Device, PositionTexCoordNormalVertex.InputElements,
                                              effect.GetTechniqueByIndex(0).GetPassByIndex(0).Description.Signature);
            batch = new DrawIndexedBatch(renderer.Device, effect, new[] { vertexBufferBinding }, inputLayout, indexBuffer, Format.R16_UInt,
                                         indices.Length, 0, 0);
            batches.Add(batch);
        }
开发者ID:TheProjecter,项目名称:romantiquex,代码行数:28,代码来源:SimpleObject.cs

示例15: BuildQuad

        static void BuildQuad()
        {
            ushort[] idx;
            TexturedVertex[] quad = CreateTexturedQuad(Vector3.Zero, size.Width, size.Height, out idx);

            // fill vertex and index buffers
            DataStream stream = new DataStream(4 * 24, true, true);
            stream.WriteRange(quad);
            stream.Position = 0;

            vertices = new SlimDX.Direct3D10.Buffer(device, stream, new BufferDescription()
            {
                BindFlags = BindFlags.VertexBuffer,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags =
                    ResourceOptionFlags.None,
                SizeInBytes = 4 * 24,
                Usage = ResourceUsage.Default
            });
            stream.Close();

            stream = new DataStream(6 * sizeof(ushort), true, true);
            stream.WriteRange(idx);
            stream.Position = 0;
            indices = new SlimDX.Direct3D10.Buffer(device, stream, new BufferDescription()
            {
                BindFlags = BindFlags.IndexBuffer,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags = ResourceOptionFlags.None,
                SizeInBytes = 6 * sizeof(ushort),
                Usage = ResourceUsage.Default
            });
        }
开发者ID:yong-ja,项目名称:starodyssey,代码行数:33,代码来源:Program.cs


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