本文整理汇总了C#中DataStream.Write方法的典型用法代码示例。如果您正苦于以下问题:C# DataStream.Write方法的具体用法?C# DataStream.Write怎么用?C# DataStream.Write使用的例子?那么, 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类DataStream
的用法示例。
在下文中一共展示了DataStream.Write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: CopyTextureToBitmap
public static Image CopyTextureToBitmap(D3D.Texture2D texture)
{
int width = texture.Description.Width;
if (width % 16 != 0)
width = MathExtensions.Round(width, 16) + 16;
Bitmap bmp = new Bitmap(texture.Description.Width, texture.Description.Height, PixelFormat.Format32bppArgb);
BitmapData bData = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), ImageLockMode.WriteOnly, bmp.PixelFormat);
using (DataStream stream = new DataStream(bData.Scan0, bData.Stride * bData.Height, false, true))
{
DataRectangle rect = texture.Map(0, D3D.MapMode.Read, D3D.MapFlags.None);
using (DataStream texStream = rect.Data)
{
for (int y = 0; y < texture.Description.Height; y++)
for (int x = 0; x < rect.Pitch; x+=4)
{
byte[] bytes = texStream.ReadRange<byte>(4);
if (x < bmp.Width*4)
{
stream.Write<byte>(bytes[2]); // DXGI format is BGRA, GDI format is RGBA.
stream.Write<byte>(bytes[1]);
stream.Write<byte>(bytes[0]);
stream.Write<byte>(255);
}
}
}
}
bmp.UnlockBits(bData);
return bmp;
}
示例2: Quad
public Quad(int startX,int endX, int startZ, int endZ, Base.Content.Terrain.Terrain terrain, RenderManager renderer)
{
_bounds = new QuadBounds
{
MinX = startX / terrain.PointsPerMeter,
MaxX = endX / terrain.PointsPerMeter,
MinZ = startZ / terrain.PointsPerMeter,
MaxZ = endZ / terrain.PointsPerMeter,
MinY = terrain.Height[0],
MaxY = terrain.Height[0]
};
HorizontalCenter = new Vector2(Bounds.MinX + (Bounds.MaxX - Bounds.MinX) / 2, Bounds.MinZ + (Bounds.MaxZ - Bounds.MinZ) / 2);
int verticesX = endX - startX + 1;
int verticesZ = endZ - startZ + 1;
var dataStream = new DataStream(32 * verticesX * verticesZ, true, true);
for (int i = 0; i < verticesX; i++)
{
for (int j = 0; j < verticesZ; j++)
{
//Position
int xindex = Math.Min(i + startX, terrain.PointsX - 1);//Clamp to arraybounds if neccessary
int zindex = Math.Min(j + startZ, terrain.PointsZ - 1);//(Quadsize needs to be consistent for sharing IndexBuffers)
float x = xindex / terrain.PointsPerMeter;
float z = zindex / terrain.PointsPerMeter;
float y = terrain.Height[xindex * terrain.PointsZ + zindex];
dataStream.Write(new Vector3(x, y, z));
//Normal
float deltax = (terrain.Height[(xindex < terrain.PointsX - 1 ? xindex + 1 : xindex) * terrain.PointsZ + zindex]
- terrain.Height[(xindex != 0 ? xindex - 1 : xindex) * terrain.PointsZ + zindex]);
float deltaz = (terrain.Height[xindex * terrain.PointsZ + (zindex < terrain.PointsZ - 1 ? zindex + 1 : zindex)]
- terrain.Height[xindex * terrain.PointsZ + (zindex != 0 ? zindex - 1 : zindex)]);
if (xindex == 0 || xindex == terrain.PointsX - 1)
deltax *= 2;
if (zindex == 0 || zindex == terrain.PointsZ - 1)
deltaz *= 2;
var normal = new Vector3(-deltax, 2 / terrain.PointsPerMeter, deltaz);
normal.Normalize();
dataStream.Write(normal);
//TextureCoordinates
dataStream.Write(new Vector2(x / terrain.PointsX, z / terrain.PointsZ));
//Boundingbox-Params
if (y < _bounds.MinY)
_bounds.MinY = y;
if (y > _bounds.MaxY)
_bounds.MaxY = y;
}
}
dataStream.Position = 0;
VBuffer = new Buffer(renderer.D3DDevice, dataStream, 32 * verticesX * verticesZ, ResourceUsage.Default, BindFlags.VertexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
VertexBuffer = new VertexBufferBinding(VBuffer, 32, 0);
dataStream.Dispose();
}
示例3: Write
public void Write( DataStream stream )
{
stream.Write( P0 );
stream.Write( C0 );
stream.Write( P1 );
stream.Write( C1 );
}
示例4: Serialize
public void Serialize(DataStream stream)
{
stream.Write(SizeX);
stream.Write(SizeY);
stream.Write(TexelSizeX);
stream.Write(TexelSizeY);
}
示例5: MyTriangle
public MyTriangle()
{
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;
}
示例6: WriteVertex
internal override void WriteVertex(DataStream stream, ref Tessellator.VS_IN vsin)
{
stream.Write(vsin.Vertex);
stream.Write(vsin.Color);
stream.Write(vsin.Normal);
stream.Write(vsin.Uv);
stream.Write(vsin.TextureIndex);
}
示例7: ApplyLayer
public override void ApplyLayer(DeviceContext context, GraphicsResource output, OpticalProfile profile, SurfacePass pass, double time, double dt)
{
using (DataStream cbuffer = new DataStream(8, true, true))
{
cbuffer.Write<float>((float)profile.Size);
cbuffer.Write<float>((float)profile.Glare);
cbuffer.Position = 0;
pass.Pass(context, Encoding.ASCII.GetString(Resources.Structural), output.Dimensions, output.RTV, null, cbuffer);
}
}
示例8: SetCameraParameters
public void SetCameraParameters(DeviceContext context, Camera camera)
{
Contract.Requires<ArgumentNullException>(context != null, "Parameter context must not be null.");
Contract.Requires<ArgumentNullException>(camera != null, "Parameter camera must not be null.");
using (DataStream data = new DataStream(System.Runtime.InteropServices.Marshal.SizeOf(typeof(CameraCBuffer)), true, true))
{
data.Write(camera.Position);
data.Write(0f);
data.Position = 0;
context.UpdateSubresource(new DataBox(0, 0, data), cameraConstantBuffer, 0);
context.VertexShader.SetConstantBuffer(cameraConstantBuffer, 1);
}
}
示例9: SetFogParameters
public void SetFogParameters(DeviceContext context, float start, float end, Color3 fogColour)
{
Contract.Requires<ArgumentNullException>(fogColour != null, "fogColour");
using (DataStream data = new DataStream(System.Runtime.InteropServices.Marshal.SizeOf(typeof(FogCBuffer)), true, true))
{
data.Write(start);
data.Write(end);
data.Write(fogColour);
data.Position = 0;
context.UpdateSubresource(new DataBox(0, 0, data), fogConstantBuffer, 0);
context.VertexShader.SetConstantBuffer(fogConstantBuffer, 0);
}
}
示例10: Tetrahedron
public DX11IndexedGeometry Tetrahedron(Vector3 size)
{
DX11IndexedGeometry geom = new DX11IndexedGeometry(context);
geom.VerticesCount = 4;
geom.InputLayout = Pos3Norm3Tex2Vertex.Layout;
geom.VertexSize = Pos3Norm3Tex2Vertex.VertexSize;
geom.Topology = PrimitiveTopology.TriangleList;
// This is the golden ratio
float t = (1.0f + (float)Math.Sqrt(5.0f)) / 2.0f;
DataStream ds = new DataStream(4 * Pos3Norm3Tex2Vertex.VertexSize, false, true);
Pos3Norm3Tex2Vertex v = new Pos3Norm3Tex2Vertex();
// TODO fibo 2012-03-21:
// should be nice to have the four tetrahedra embedded in a dodecahedron
// that's why I just commented the coordinates of the dodecahedron points
//v.Position = new Vector3(-1, t, 0); v.Normals = v.Position; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
v.Position = new Vector3(1, t, 0); v.Normals = v.Position; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
//v.Position = new Vector3(-1, -t, 0); v.Normals = v.Position; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
//v.Position = new Vector3(1, -t, 0); v.Normals = v.Position; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
//v.Position = new Vector3(0, -1, t); v.Normals = v.Position; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
v.Position = new Vector3(0, 1, t); v.Normals = v.Position; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
//v.Position = new Vector3(0, -1, -t); v.Normals = v.Position; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
//v.Position = new Vector3(0, 1, -t); v.Normals = v.Position; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
//v.Position = new Vector3(t, 0, -1); v.Normals = v.Position; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
v.Position = new Vector3(t, 0, 1); v.Normals = v.Position; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
//v.Position = new Vector3(-t, 0, -1); v.Normals = v.Position; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
//v.Position = new Vector3(-t, 0, 1); v.Normals = v.Position; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
geom.VertexBuffer = BufferHelper.CreateVertexBuffer(context, ds, true);
var indexstream = new DataStream(12 * 4, true, true);
int[] inds = new int[] {
0,1,2,
1,2,3,
2,3,0,
3,0,1 };
indexstream.WriteRange(inds);
geom.IndexBuffer = new DX11IndexBuffer(context, indexstream, false, true);
geom.HasBoundingBox = true;
geom.BoundingBox = new BoundingBox(new Vector3(-1, -1, -1), new Vector3(1, 1, 1));
return geom;
}
示例11: QuadNormals
public DX11IndexedGeometry QuadNormals(Quad settings)
{
DX11IndexedGeometry geom = new DX11IndexedGeometry(context);
geom.Tag = settings;
geom.PrimitiveType = settings.PrimitiveType;
Vector2 size = settings.Size;
DataStream ds = new DataStream(4 * Pos4Norm3Tex2Vertex.VertexSize, true, true);
ds.Position = 0;
float sx = 0.5f * size.X;
float sy = 0.5f * size.Y;
Pos4Norm3Tex2Vertex v = new Pos4Norm3Tex2Vertex();
v.Position = new Vector4(-sx, sy, 0.0f, 1.0f);
v.Normals = new Vector3(0, 0, 1);
v.TexCoords = new Vector2(0, 0);
ds.Write<Pos4Norm3Tex2Vertex>(v);
v.Position = new Vector4(sx, sy, 0.0f, 1.0f);
v.TexCoords = new Vector2(1, 0);
ds.Write<Pos4Norm3Tex2Vertex>(v);
v.Position = new Vector4(-sx, -sy, 0.0f, 1.0f);
v.TexCoords = new Vector2(0, 1);
ds.Write<Pos4Norm3Tex2Vertex>(v);
v.Position = new Vector4(sx, -sy, 0.0f, 1.0f);
v.TexCoords = new Vector2(1, 1);
ds.Write<Pos4Norm3Tex2Vertex>(v);
var vertices = BufferHelper.CreateVertexBuffer(context, ds, true);
var indexstream = new DataStream(24, true, true);
indexstream.WriteRange(new int[] { 0, 1, 3, 3, 2, 0 });
geom.VertexBuffer = vertices;
geom.IndexBuffer = new DX11IndexBuffer(context, indexstream, false, true);
geom.InputLayout = Pos4Norm3Tex2Vertex.Layout;
geom.Topology = PrimitiveTopology.TriangleList;
geom.VerticesCount = 4;
geom.VertexSize = Pos4Norm3Tex2Vertex.VertexSize;
geom.HasBoundingBox = true;
geom.BoundingBox = new BoundingBox(new Vector3(-sx, -sy, 0.0f), new Vector3(sx, sy, 0.0f));
return geom;
}
示例12: ResourceFontLoader
/// <summary>
/// Initializes a new instance of the <see cref="ResourceFontLoader"/> class.
/// </summary>
/// <param name="factory">The factory.</param>
public ResourceFontLoader(Factory factory)
{
_factory = factory;
foreach (var name in typeof(ResourceFontLoader).Assembly.GetManifestResourceNames())
{
if (name.EndsWith(".ttf"))
{
var fontBytes = Utilities.ReadStream(typeof (ResourceFontLoader).Assembly.GetManifestResourceStream(name));
var stream = new DataStream(fontBytes.Length, true, true);
stream.Write(fontBytes, 0, fontBytes.Length);
stream.Position = 0;
_fontStreams.Add(new ResourceFontFileStream(stream));
}
}
// Build a Key storage that stores the index of the font
_keyStream = new DataStream(sizeof(int) * _fontStreams.Count, true, true);
for (int i = 0; i < _fontStreams.Count; i++ )
_keyStream.Write((int)i);
_keyStream.Position = 0;
// Register the
_factory.RegisterFontFileLoader(this);
_factory.RegisterFontCollectionLoader(this);
}
示例13: SDXBitmapFromSysBitmap
private SharpDX.Direct2D1.Bitmap SDXBitmapFromSysBitmap(WindowRenderTarget device, System.Drawing.Bitmap bitmap)
{
var sourceArea = new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height);
var bitmapProperties = new BitmapProperties(new PixelFormat(SharpDX.DXGI.Format.R8G8B8A8_UNorm, AlphaMode.Premultiplied));
var size = new Size2(bitmap.Width, bitmap.Height);
// Transform pixels from BGRA to RGBA
int stride = bitmap.Width * sizeof(int);
using (var tempStream = new DataStream(bitmap.Height * stride, true, true))
{
// Lock System.Drawing.Bitmap
var bitmapData = bitmap.LockBits(sourceArea, System.Drawing.Imaging.ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppPArgb);
// Convert all pixels
for (int y = 0; y < bitmap.Height; y++)
{
int offset = bitmapData.Stride * y;
for (int x = 0; x < bitmap.Width; x++)
{
// Not optimized
byte B = Marshal.ReadByte(bitmapData.Scan0, offset++);
byte G = Marshal.ReadByte(bitmapData.Scan0, offset++);
byte R = Marshal.ReadByte(bitmapData.Scan0, offset++);
byte A = Marshal.ReadByte(bitmapData.Scan0, offset++);
int rgba = R | (G << 8) | (B << 16) | (A << 24);
tempStream.Write(rgba);
}
}
bitmap.UnlockBits(bitmapData);
tempStream.Position = 0;
return new SharpDX.Direct2D1.Bitmap(device, size, tempStream, stride, bitmapProperties);
}
}
示例14: SetWVPMatrices
/// <summary>
/// Sets the shader parameters.
/// </summary>
/// <param name="device">The device.</param>
/// <param name="world">The world.</param>
/// <param name="view">The view.</param>
/// <param name="projection">The projection.</param>
public virtual void SetWVPMatrices(DeviceContext context, Matrix world, Matrix view, Matrix projection)
{
Contract.Requires<ArgumentNullException>(context != null, "context");
Contract.Requires<ArgumentNullException>(world != null, "world");
Contract.Requires<ArgumentNullException>(view != null, "view");
Contract.Requires<ArgumentNullException>(projection != null, "projection");
using (DataStream data = new DataStream(System.Runtime.InteropServices.Marshal.SizeOf(typeof(MatrixCBuffer)), true, true))
{
data.Write(Matrix.Transpose(world));
data.Write(Matrix.Transpose(view));
data.Write(Matrix.Transpose(projection));
data.Position = 0;
context.UpdateSubresource(new DataBox(0, 0, data), matrixConstantBuffer, 0);
context.VertexShader.SetConstantBuffer(matrixConstantBuffer, 0);
}
}
示例15: ToTexture3D
public ShaderResourceView ToTexture3D(Device graphicsDevice, Format format)
{
int sizeInBytes = sizeof(float) * width * height * depth;
DataStream stream = new DataStream(sizeInBytes, true, true);
for (int x = 0; x < width; x++)
for (int y = 0; y < height; y++)
for (int z = 0; z < depth; z++)
stream.Write(values[x, y, z]);
stream.Position = 0;
DataBox dataBox = new DataBox(sizeof(float) * width, sizeof(float) * width * height, stream);
Texture3DDescription description = new Texture3DDescription()
{
BindFlags = BindFlags.ShaderResource,
CpuAccessFlags = CpuAccessFlags.None,
Depth = depth,
Format = format,
Height = height,
MipLevels = 1,
OptionFlags = ResourceOptionFlags.None,
Usage = ResourceUsage.Default,
Width = width
};
Texture3D texture = new Texture3D(graphicsDevice, description, dataBox);
stream.Dispose();
return new ShaderResourceView(graphicsDevice, texture);
}