本文整理汇总了C#中DataStream.WriteRange方法的典型用法代码示例。如果您正苦于以下问题:C# DataStream.WriteRange方法的具体用法?C# DataStream.WriteRange怎么用?C# DataStream.WriteRange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类DataStream
的用法示例。
在下文中一共展示了DataStream.WriteRange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: TextureFromBitmap
public static Texture2D TextureFromBitmap(Bitmap image)
{
BitmapData data = image.LockBits(new Rectangle(0, 0, image.Width, image.Height),
ImageLockMode.ReadWrite, image.PixelFormat);
int bytes = data.Stride*image.Height;
DataStream stream = new DataStream(bytes, true, true);
stream.WriteRange(data.Scan0, bytes);
stream.Position = 0;
DataRectangle dRect = new DataRectangle(data.Stride, stream);
Texture2DDescription texDesc = new Texture2DDescription
{
ArraySize = 1,
MipLevels = 1,
SampleDescription = new SampleDescription(1, 0),
Format = Format.B8G8R8A8_UNorm,
CpuAccessFlags = CpuAccessFlags.None,
BindFlags = BindFlags.ShaderResource,
Usage = ResourceUsage.Immutable,
Height = image.Height,
Width = image.Width
};
image.UnlockBits(data);
image.Dispose();
Texture2D texture = new Texture2D(Game.Context.Device, texDesc, dRect);
stream.Dispose();
return texture;
}
示例2: IndexBuffer
public IndexBuffer(Device device, ushort[] indices)
{
if(device == null)
{
throw new ArgumentNullException("device");
}
if(indices == null)
{
throw new ArgumentNullException("indices");
}
using(var dataStream = new DataStream(sizeof(UInt16)*indices.Length, true, true))
{
dataStream.WriteRange(indices);
dataStream.Position = 0;
Buffer = new Buffer(device,
dataStream,
(int) dataStream.Length,
ResourceUsage.Immutable,
BindFlags.IndexBuffer,
CpuAccessFlags.None,
ResourceOptionFlags.None,
0);
}
Count = indices.Length;
}
示例3: MeshContainer
public MeshContainer(Engine.Serialize.Mesh M)
{
if (M != null)
{
LocalAABBMax = M.AABBMax;
LocalAABBMin = M.AABBMin;
VertexsCount = M.VertexCount;
FaceCount = M.FaceCount;
BytesPerVertex = M.VertexData.Length / VertexsCount;
using (var vertices = new DataStream(BytesPerVertex * VertexsCount, true, true))
{
vertices.WriteRange<byte>(M.VertexData, 0, M.VertexData.Length);
vertices.Position = 0;
Vertexs = new Buffer(ModelViewer.Program.device, vertices, BytesPerVertex * VertexsCount, ResourceUsage.Default, BindFlags.VertexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
binding = new VertexBufferBinding(Vertexs, BytesPerVertex, 0);
}
using (var indices = new DataStream(4 * FaceCount * 3, true, true))
{
indices.WriteRange<byte>(M.IndexData, 0, M.IndexData.Length);
indices.Position = 0;
Indices = new Buffer(ModelViewer.Program.device, indices, 4 * FaceCount * 3, ResourceUsage.Default, BindFlags.IndexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
}
}
}
示例4: TerrainObject
public TerrainObject(TerrainRenderer renderer, Device renderingDevice)
{
this.renderingDevice = renderingDevice;
this.renderer = renderer;
// Default position
Position = new Vector3(0, 20, 0);
// Load textures
noiseTexture = ShaderResourceView.FromFile(renderingDevice, renderer.Directory + "\\Resources\\Noise.dds");
grassTexture = ShaderResourceView.FromFile(renderingDevice, renderer.Directory + "\\Resources\\Grass.dds");
sandTexture = ShaderResourceView.FromFile(renderingDevice, renderer.Directory + "\\Resources\\Sand.dds");
snowTexture = ShaderResourceView.FromFile(renderingDevice, renderer.Directory + "\\Resources\\Snow.dds");
snowRockTexture = ShaderResourceView.FromFile(renderingDevice, renderer.Directory + "\\Resources\\SnowRock.dds");
// Create shader
SetSourceCode(" float4 getColor(float4 position, float4 normal, float4 camera) { return float4(0, 0, 0, 0); } ");
// Read data from file
Vector3[] vertices; int[] indices;
new XLoader().LoadFile(renderer.Directory + "\\Resources\\Terrain.X", out vertices, out indices);
//
DataStream vertexStream = new DataStream(vertices.Length * 12, true, true);
vertexStream.WriteRange(vertices);
vertexStream.Position = 0;
DataStream indexStream = new DataStream(indices.Length * 4, true, true);
indexStream.WriteRange(indices);
indexStream.Position = 0;
//
BufferDescription vbufferDescription = new BufferDescription();
vbufferDescription.BindFlags = BindFlags.VertexBuffer;
vbufferDescription.CpuAccessFlags = CpuAccessFlags.None;
vbufferDescription.OptionFlags = ResourceOptionFlags.None;
vbufferDescription.SizeInBytes = (int)vertexStream.Length;
vbufferDescription.Usage = ResourceUsage.Immutable;
vertexBuffer = new Buffer(renderingDevice, vertexStream, vbufferDescription);
//
BufferDescription ibufferDescription = new BufferDescription();
ibufferDescription.BindFlags = BindFlags.IndexBuffer;
ibufferDescription.CpuAccessFlags = CpuAccessFlags.None;
ibufferDescription.OptionFlags = ResourceOptionFlags.None;
ibufferDescription.SizeInBytes = (int)indexStream.Length;
ibufferDescription.Usage = ResourceUsage.Immutable;
indexBuffer = new Buffer(renderingDevice, indexStream, ibufferDescription);
indexCount = (int)indexStream.Length / 4;
}
示例5: MultiMeshContainer
public MultiMeshContainer(Engine.Serialize.MeshesContainer MC)
{
if (MC != null)
{
//Transform = Matrix.Scaling(1);
Hardpoints = MC.HardPoints;
if (MC.Materials != null && MC.Geometry != null && MC.Geometry.Meshes != null)
{
BSP = MC.Geometry.BSP;
LocalAABBMax = MC.Geometry.AABBMax;
LocalAABBMin = MC.Geometry.AABBMin;
Meshes = new Serialize.MeshLink[MC.Materials.Length];
Materials = new MaterialContainer[MC.Materials.Length];
for (int i = 0; i < MC.Materials.Length; i++)
{
Meshes[i] = MC.Geometry.Meshes[i];
Materials[i] = new MaterialContainer(MC.Materials[i]);
}
VertexsCount = MC.Geometry.VertexCount;
BytesPerVertex = MC.Geometry.VertexData.Length / VertexsCount;
FaceCount = MC.Geometry.IndexData.Length / 12;
using (var vertices = new DataStream(BytesPerVertex * VertexsCount, true, true))
{
vertices.WriteRange<byte>(MC.Geometry.VertexData, 0, MC.Geometry.VertexData.Length);
vertices.Position = 0;
Vertexs = new Buffer(ModelViewer.Program.device, vertices, BytesPerVertex * VertexsCount, ResourceUsage.Default, BindFlags.VertexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
binding = new VertexBufferBinding(Vertexs, BytesPerVertex, 0);
}
using (var indices = new DataStream(4 * FaceCount * 3, true, true))
{
indices.WriteRange<byte>(MC.Geometry.IndexData, 0, MC.Geometry.IndexData.Length);
indices.Position = 0;
Indices = new Buffer(ModelViewer.Program.device, indices, 4 * FaceCount * 3, ResourceUsage.Default, BindFlags.IndexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
}
BufferDescription bd = new BufferDescription();
bd.SizeInBytes = Marshal.SizeOf(typeof(ShaderConstants));
bd.Usage = ResourceUsage.Dynamic;
bd.BindFlags = BindFlags.ConstantBuffer;
bd.CpuAccessFlags = CpuAccessFlags.Write;
bd.OptionFlags = ResourceOptionFlags.None;
bd.StructureByteStride = 0;
constantsBuffer = new Buffer(ModelViewer.Program.device, bd);
constants = new ShaderConstants();
}
}
}
示例6: LineStrip3d
public DX11VertexGeometry LineStrip3d(List<Vector3> points, bool loop)
{
DX11VertexGeometry geom = new DX11VertexGeometry(context);
int vcount = loop ? points.Count + 1 : points.Count;
Pos3Tex2Vertex[] verts = new Pos3Tex2Vertex[vcount];
float inc = loop ? 1.0f / (float)vcount : 1.0f / ((float)vcount + 1.0f);
float curr = 0.0f;
for (int i = 0; i < points.Count; i++)
{
verts[i].Position = points[i];
verts[i].TexCoords.X = curr;
curr += inc;
}
if (loop)
{
verts[points.Count].Position = points[0];
verts[points.Count].TexCoords.X = 1.0f;
}
DataStream ds = new DataStream(vcount * Pos3Tex2Vertex.VertexSize, true, true);
ds.Position = 0;
ds.WriteRange(verts);
ds.Position = 0;
var vbuffer = new SlimDX.Direct3D11.Buffer(context.Device, ds, new BufferDescription()
{
BindFlags = BindFlags.VertexBuffer,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None,
SizeInBytes = (int)ds.Length,
Usage = ResourceUsage.Default
});
ds.Dispose();
geom.VertexBuffer = vbuffer;
geom.InputLayout = Pos3Tex2Vertex.Layout;
geom.Topology = PrimitiveTopology.LineStrip;
geom.VerticesCount = vcount;
geom.VertexSize = Pos3Tex2Vertex.VertexSize;
geom.HasBoundingBox = false;
return geom;
}
示例7: 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8: 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9: DXTreeSkeleton
public DXTreeSkeleton(CS_Tree tree, CS_Params csParams)
{
InitShaders();
DXTreeSkeleton_TreeTraversal traversal = new DXTreeSkeleton_TreeTraversal(csParams);
tree.traverseTree(traversal);
BBox = traversal.BBox;
for (int i = 0; i < 5; i++)
{
if (traversal.Vertices2[i].Count != 0)
{
var stream = new DataStream(traversal.Vertices2[i].Count * Marshal.SizeOf(typeof(DXSKV)), true, true);
stream.WriteRange(traversal.Vertices2[i].ToArray());
stream.Position = 0;
_vertexBuffer2[i] = new Buffer(DXDevice, stream, new BufferDescription()
{
BindFlags = BindFlags.VertexBuffer,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None,
SizeInBytes = traversal.Vertices2[i].Count * Marshal.SizeOf(typeof(DXSKV)),
Usage = ResourceUsage.Default
});
stream.Dispose();
List<UInt32> indices = new List<UInt32>();
for (int k = 0; k < traversal.Vertices2[i].Count; k++) { indices.Add((UInt32)k); }
stream = new DataStream(indices.Count * sizeof(UInt32), true, true);
stream.WriteRange(indices.ToArray());
stream.Position = 0;
_indexBuffer2[i] = new Buffer(DXDevice, stream, new BufferDescription()
{
BindFlags = BindFlags.IndexBuffer,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None,
SizeInBytes = indices.Count * sizeof(UInt32),
Usage = ResourceUsage.Default
});
stream.Dispose();
IndexCount2[i] = indices.Count;
}
}
}
示例10: Octahedron
public DX11IndexedGeometry Octahedron(Octahedron settings)
{
DX11IndexedGeometry geom = new DX11IndexedGeometry(context);
geom.PrimitiveType = settings.PrimitiveType;
geom.Tag = settings;
geom.VerticesCount = 6;
geom.InputLayout = Pos3Norm3Tex2Vertex.Layout;
geom.VertexSize = Pos3Norm3Tex2Vertex.VertexSize;
geom.Topology = PrimitiveTopology.TriangleList;
DataStream ds = new DataStream(6 * Pos3Norm3Tex2Vertex.VertexSize, false, true);
Pos3Norm3Tex2Vertex v = new Pos3Norm3Tex2Vertex();
Vector3 size = settings.Size;
v.Position = Vector3.Normalize(new Vector3(1.0f,0,0)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
v.Position = Vector3.Normalize(new Vector3(-1.0f,0,0)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
v.Position = Vector3.Normalize(new Vector3(0,1.0f,0)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
v.Position = Vector3.Normalize(new Vector3(0,-1.0f,0)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
v.Position = Vector3.Normalize(new Vector3(0,0,-1.0f)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
v.Position = Vector3.Normalize(new Vector3(0,0, 1.0f)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
geom.VertexBuffer = BufferHelper.CreateVertexBuffer(context, ds, true);
var indexstream = new DataStream(24 * 4, true, true);
int[] inds = new int[] {
0,4,2,
0,2,5,
0,3,4,
0,5,3,
1,2,4,
1,5,2,
1,4,3,
1,3,5 };
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: TeapotObject
public TeapotObject(TeapotRenderer renderer, Device renderingDevice)
{
this.renderingDevice = renderingDevice;
this.renderer = renderer;
// Default position
Position = new Vector3(0, 20, 0);
// Create shader
SetSourceCode(" float4 getColor(float4 position, float4 normal, float4 camera) { return float4(0, 0, 0, 0); } ");
// Read data from file
Vector3[] vertices; short[] indices;
new XLoader().LoadFile(renderer.Directory + "\\Resources\\Teapot.X" , out vertices, out indices);
//
DataStream vertexStream = new DataStream(vertices.Length * 12, true, true);
vertexStream.WriteRange(vertices);
vertexStream.Position = 0;
DataStream indexStream = new DataStream(indices.Length * 2, true, true);
indexStream.WriteRange(indices);
indexStream.Position = 0;
//
BufferDescription vbufferDescription = new BufferDescription();
vbufferDescription.BindFlags = BindFlags.VertexBuffer;
vbufferDescription.CpuAccessFlags = CpuAccessFlags.None;
vbufferDescription.OptionFlags = ResourceOptionFlags.None;
vbufferDescription.SizeInBytes = (int)vertexStream.Length;
vbufferDescription.Usage = ResourceUsage.Immutable;
vertexBuffer = new Buffer(renderingDevice, vertexStream, vbufferDescription);
//
BufferDescription ibufferDescription = new BufferDescription();
ibufferDescription.BindFlags = BindFlags.IndexBuffer;
ibufferDescription.CpuAccessFlags = CpuAccessFlags.None;
ibufferDescription.OptionFlags = ResourceOptionFlags.None;
ibufferDescription.SizeInBytes = (int)indexStream.Length;
ibufferDescription.Usage = ResourceUsage.Immutable;
indexBuffer = new Buffer(renderingDevice, indexStream, ibufferDescription);
indexCount = (int)indexStream.Length / 2;
}
示例12: UpdateMap
public void UpdateMap(string mapName)
{
mWdlFile = new IO.Files.Terrain.WdlFile();
try
{
mWdlFile.Load(mapName);
if(mWdlFile.HasEntries == false)
{
UpdateMapNoWdl(mapName);
return;
}
}
catch(Exception)
{
UpdateMapNoWdl(mapName);
return;
}
if (mImage != null)
mImage.Dispose();
var textureData = new uint[Width * Height];
for(var i = 0; i < 64; ++i)
{
for(var j = 0; j < 64; ++j)
{
if (mWdlFile.HasEntry(j, i) == false)
continue;
var entry = mWdlFile.GetEntry(j, i);
LoadEntry(entry, textureData, ref i, ref j);
}
}
var bmpProps =
new BitmapProperties(new PixelFormat(SharpDX.DXGI.Format.B8G8R8A8_UNorm, AlphaMode.Ignore));
using (var dataStream = new DataStream(Width * Height * 4, true, true))
{
dataStream.WriteRange(textureData);
dataStream.Position = 0;
mImage = new Bitmap(InterfaceManager.Instance.Surface.RenderTarget, new Size2(Width, Height),
new DataPointer(dataStream.DataPointer, Width * Height * 4), Width * 4, bmpProps);
}
}
示例13: ConvertToByteArray
private static byte[] ConvertToByteArray(uint[] array)
{
byte[] result = new byte[array.Length * 4];
using (DataStream ds = new DataStream(result, true, true))
{
ds.WriteRange(array);
}
/*
for (int i = 0; i < array.Length; i++)
{
result[i] = (byte)(array[i] >> (8 * 3));
result[i + 1] = (byte)(array[i] >> (8 * 2));
result[i + 2] = (byte)(array[i] >> 8);
result[i + 3] = (byte)(array[i]);
}*/
return result;
}
示例14: TestTriangle
public TestTriangle(SlimDX.Direct3D11.Device Device)
{
using (ShaderBytecode bytecode = ShaderBytecode.CompileFromFile(@"R:\Users\Rox Cox\Documents\Visual Studio 2013\Projects\LightingEngine_v2\LightingEngine_v2\test.fx", "fx_5_0"))
{
try
{
SampleEffect = new Effect(Device, bytecode);
}
catch (Exception e)
{
throw e;
}
}
using (ShaderBytecode bytecode = ShaderBytecode.CompileFromFile(@"R:\Users\Rox Cox\Documents\Visual Studio 2013\Projects\LightingEngine_v2\LightingEngine_v2\test.fx", "VSTri", "vs_5_0", ShaderFlags.None, EffectFlags.None))
{
VS = new VertexShader(Device, bytecode);
}
EffectTechnique technique = SampleEffect.GetTechniqueByIndex(0);
EffectPass pass = technique.GetPassByIndex(0);
SampleLayout = new InputLayout(Device, pass.Description.Signature, new[] {
new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 16, 0)
});
SampleStream = new DataStream(4 * 32, true, true);
SampleStream.WriteRange(new[] {
new Vector4(1.0f, 1.0f, 0.5f, 1.0f), new Vector4(0.0f, 0.8f, 1.0f, 1.0f),
new Vector4(1.0f, -1.0f, 0.5f, 1.0f), new Vector4(0.3f, 1.0f, 0.3f, 1.0f),
new Vector4(-1.0f, -1.0f, 0.5f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
new Vector4(-1.0f, 1.0f, 0.5f, 1.0f), new Vector4(0.0f, 0.8f, 1.0f, 1.0f),
});
SampleStream.Position = 0;
SampleVertices = new SlimDX.Direct3D11.Buffer(Device, SampleStream, new BufferDescription()
{
BindFlags = BindFlags.VertexBuffer,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None,
SizeInBytes = 3 * 32,
Usage = ResourceUsage.Default
});
}
示例15: Update
public void Update(TimeSpan timeSpan)
{
if (!isRunning) return;
TimeSpan ts = (DateTime.Now - Last);
Time.Dt = (float)ts.TotalSeconds;
//Time.Dt = 1.0f / 60.0f;
Last = DateTime.Now;
double fps = 1 / ts.TotalSeconds;
sumFps += (float)fps;
Profiles.Current.State.Score = Math.Max((int)(PlayerShip.Instance.Position.Y / 10), Profiles.Current.State.Score);
if (counter++ % 60 == 0)
{
{
float fa = 0.18618986725025f;
float fb = 210125.0f / 156.0f;
float fc = 31.0f / 6.0f;
maxEntities = (int)(fa * Math.Sqrt(fb + Profiles.Current.State.Score) + fc);
}
{
float fa = 38.0f / 9.0f;
float fb = 70.0f / 9.0f;
float fc = 200f;
float x = (float)Profiles.Current.State.Score / 1000.0f;
linesSpeed = (int)(fa * x * x + fb * x + fc);
}
}
for (int i = EntityManager.Count; i < maxEntities; i++)
EntityManager.Add(Rock.Create());
EntityManager.Update();
ParticleManager.Update();
Profiles.Current.State.LinesPosition += linesSpeed * Time.Dt;
if (Profiles.Current.State.LinesPosition > PlayerShip.Instance.Position.Y)
GameOver();
Device device = Host.Device;
if (ParticleManager.particleList.Count > 0)
{
DataStream particles = new DataStream(ParticleManager.particleList.Count * 32, true, true);
for (int i = 0; i < ParticleManager.particleList.Count; i++)
{
var particle = ParticleManager.particleList[i];
Vector2 a = new Vector2(particle.Position.X, particle.Position.Y);
Vector2 b = new Vector2(particle.Scale.X, -particle.Orientation);
particles.WriteRange(new[] { a, b });
particles.Write(particle.Color);
}
particles.Position = 0;
Disposer.RemoveAndDispose(ref this.Particles);
this.Particles = new Buffer(device, particles, new BufferDescription()
{
BindFlags = BindFlags.VertexBuffer,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None,
SizeInBytes = ParticleManager.particleList.Count * 32,
Usage = ResourceUsage.Default
});
Disposer.RemoveAndDispose(ref particles);
}
}