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C# DepthFormat类代码示例

本文整理汇总了C#中DepthFormat的典型用法代码示例。如果您正苦于以下问题:C# DepthFormat类的具体用法?C# DepthFormat怎么用?C# DepthFormat使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


DepthFormat类属于命名空间,在下文中一共展示了DepthFormat类的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: RenderTarget2D

 public RenderTarget2D(GraphicsDevice graphicsDevice, int width, int height, bool mipMap, 
     SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage)
     : base(graphicsDevice, width, height, mipMap, preferredFormat)
 {
     RenderTargetUsage = usage;
     //allocateOpenGLTexture();
 }
开发者ID:andreesteve,项目名称:MonoGame,代码行数:7,代码来源:RenderTarget2D.cs

示例2: PostProcesses

 public PostProcesses(SurfaceFormat? surface = null, DepthFormat? depth = null, bool mipmap = false, RenderTargetUsage? usage = null)
 {
     FormatSurface = surface;
     FormatDepth   = depth;
     MipMap        = mipmap;
     Usage         = usage;
 }
开发者ID:zdawson,项目名称:Marooned,代码行数:7,代码来源:PostProcesses.cs

示例3: PlatformConstruct

        private void PlatformConstruct(GraphicsDevice graphicsDevice, int width, int height, bool mipMap,
            SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage)
        {
            // Setup the multisampling description.
            var multisampleDesc = new SharpDX.DXGI.SampleDescription(1, 0);
            if (preferredMultiSampleCount > 1)
            {
                multisampleDesc.Count = preferredMultiSampleCount;
                multisampleDesc.Quality = (int)StandardMultisampleQualityLevels.StandardMultisamplePattern;
            }

            // Create a descriptor for the depth/stencil buffer.
            // Allocate a 2-D surface as the depth/stencil buffer.
            // Create a DepthStencil view on this surface to use on bind.
            using (var depthBuffer = new SharpDX.Direct3D11.Texture2D(graphicsDevice._d3dDevice, new Texture2DDescription
            {
                Format = SharpDXHelper.ToFormat(preferredDepthFormat),
                ArraySize = 1,
                MipLevels = 1,
                Width = width,
                Height = height,
                SampleDescription = multisampleDesc,
                BindFlags = BindFlags.DepthStencil,
            }))
            {
                // Create the view for binding to the device.
                _depthStencilView = new DepthStencilView(graphicsDevice._d3dDevice, depthBuffer, new DepthStencilViewDescription()
                {
                    Format = SharpDXHelper.ToFormat(preferredDepthFormat),
                    Dimension = DepthStencilViewDimension.Texture2D
                });
            }
        }
开发者ID:KennethYap,项目名称:MonoGame,代码行数:33,代码来源:RenderTarget3D.DirectX.cs

示例4: GetIntermediateTexture

        public IntermediateRenderTarget GetIntermediateTexture(int width, int height, bool mipmap, SurfaceFormat SurfaceFormat, DepthFormat DepthFormat, int preferedMultisampleCount, RenderTargetUsage RenderTargetUsage)
        {
            // Look for a matching rendertarget in the cache
            for (int i = 0; i < intermediateTextures.Count; i++)
            {
                if (intermediateTextures[i].InUse == false
                    && height == intermediateTextures[i].RenderTarget.Height
                    && width == intermediateTextures[i].RenderTarget.Width
                    && preferedMultisampleCount == intermediateTextures[i].RenderTarget.MultiSampleCount
                    && SurfaceFormat == intermediateTextures[i].RenderTarget.Format
                    && DepthFormat == intermediateTextures[i].RenderTarget.DepthStencilFormat
                    && RenderTargetUsage == intermediateTextures[i].RenderTarget.RenderTargetUsage
                    && (mipmap == true && intermediateTextures[i].RenderTarget.LevelCount > 0 || mipmap == false && intermediateTextures[i].RenderTarget.LevelCount == 0)

                    )
                {
                    intermediateTextures[i].InUse = true;
                    return intermediateTextures[i];
                }
            }

            // We didn't find one, let's make one
            IntermediateRenderTarget newTexture = new IntermediateRenderTarget();
            newTexture.RenderTarget = new RenderTarget2D(device,width, height, mipmap, SurfaceFormat,DepthFormat, preferedMultisampleCount, RenderTargetUsage );
            intermediateTextures.Add(newTexture);
            newTexture.InUse = true;
            return newTexture;
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:28,代码来源:IntermediateTexture.cs

示例5: RenderTarget2D

		public RenderTarget2D (GraphicsDevice graphicsDevice, int width, int height, bool mipMap, 
			SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage)
			:base (graphicsDevice, width, height, mipMap, preferredFormat)
		{


#if IPHONE
			if(GraphicsDevice.OpenGLESVersion == MonoTouch.OpenGLES.EAGLRenderingAPI.OpenGLES2)

			{
				GL20.GenFramebuffers(1, ref frameBuffer);
			}
			else
			{
				RenderTargetUsage = usage;
				DepthStencilFormat = preferredDepthFormat;
			}
#elif ANDROID
            if (GraphicsDevice.OpenGLESVersion == OpenTK.Graphics.GLContextVersion.Gles2_0)
            {
                GL20.GenFramebuffers(1, ref frameBuffer);
            }
            else
            {
                RenderTargetUsage = usage;
                DepthStencilFormat = preferredDepthFormat;
            }
#else
				RenderTargetUsage = usage;
				DepthStencilFormat = preferredDepthFormat;
#endif


        }
开发者ID:adison,项目名称:Tank-Wars,代码行数:34,代码来源:RenderTarget2D.cs

示例6: RenderTarget2D

 public RenderTarget2D(GraphicsDevice graphicsDevice, int width, int height, bool mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage)
   : base(graphicsDevice, width, height, mipMap, preferredFormat, true)
 {
   RenderTarget2D renderTarget2D = this;
   this.DepthStencilFormat = preferredDepthFormat;
   this.MultiSampleCount = preferredMultiSampleCount;
   this.RenderTargetUsage = usage;
   if (preferredDepthFormat == DepthFormat.None)
     return;
   Threading.BlockOnUIThread((Action) (() =>
   {
     GL.GenRenderbuffers(1, out renderTarget2D.glDepthStencilBuffer);
     GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, renderTarget2D.glDepthStencilBuffer);
     RenderbufferStorage local_0 = RenderbufferStorage.DepthComponent16;
     switch (preferredDepthFormat)
     {
       case DepthFormat.Depth24Stencil8:
         local_0 = RenderbufferStorage.Depth24Stencil8;
         break;
       case DepthFormat.Depth24:
         local_0 = RenderbufferStorage.DepthComponent24;
         break;
       case DepthFormat.Depth16:
         local_0 = RenderbufferStorage.DepthComponent16;
         break;
     }
     if (renderTarget2D.MultiSampleCount == 0)
       GL.RenderbufferStorage(RenderbufferTarget.Renderbuffer, local_0, renderTarget2D.width, renderTarget2D.height);
     else
       GL.RenderbufferStorageMultisample(RenderbufferTarget.Renderbuffer, renderTarget2D.MultiSampleCount, local_0, renderTarget2D.width, renderTarget2D.height);
   }));
 }
开发者ID:Zeludon,项目名称:FEZ,代码行数:32,代码来源:RenderTarget2D.cs

示例7: UpdateCustomRenderTarget

        public RenderTarget2D UpdateCustomRenderTarget(RenderTarget2D renderTarget, IGameContext gameContext, SurfaceFormat? surfaceFormat, DepthFormat? depthFormat, int? multiSampleCount)
        {
            if (IsCustomRenderTargetOutOfDate(renderTarget, gameContext, surfaceFormat, depthFormat, multiSampleCount))
            {
                if (renderTarget != null)
                {
                    renderTarget.Dispose();
                }

                if (gameContext.Graphics.GraphicsDevice.PresentationParameters.BackBufferWidth == 0 &&
                    gameContext.Graphics.GraphicsDevice.PresentationParameters.BackBufferHeight == 0)
                {
                    return null;
                }

                renderTarget = new RenderTarget2D(
                    gameContext.Graphics.GraphicsDevice,
                    gameContext.Graphics.GraphicsDevice.PresentationParameters.BackBufferWidth,
                    gameContext.Graphics.GraphicsDevice.PresentationParameters.BackBufferHeight,
                    false,
                    surfaceFormat ?? gameContext.Graphics.GraphicsDevice.PresentationParameters.BackBufferFormat,
                    depthFormat ?? gameContext.Graphics.GraphicsDevice.PresentationParameters.DepthStencilFormat,
                    multiSampleCount ?? gameContext.Graphics.GraphicsDevice.PresentationParameters.MultiSampleCount,
                    RenderTargetUsage.PreserveContents);
            }

            return renderTarget;
        }
开发者ID:RedpointGames,项目名称:Protogame,代码行数:28,代码来源:DefaultRenderTargetBackBufferUtilities.cs

示例8: RenderTarget2D

        public RenderTarget2D(GraphicsDevice graphicsDevice, int width, int height, bool mipMap, 
			SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage)
            : base(graphicsDevice, width, height, mipMap, preferredFormat)
        {
            RenderTargetUsage = usage;
            DepthStencilFormat = preferredDepthFormat;
        }
开发者ID:Grapes,项目名称:MonoGame,代码行数:7,代码来源:RenderTarget2D.cs

示例9: DepthStencilBuffer

 internal DepthStencilBuffer(GraphicsDevice device, Texture2DDescription description2D, DepthFormat depthFormat)
     : base(device, description2D)
 {
     DepthFormat = depthFormat;
     DefaultViewFormat = ComputeViewFormat(DepthFormat, out HasStencil);
     Initialize(Resource);
     HasReadOnlyView = InitializeViewsDelayed(out ReadOnlyView);
 }
开发者ID:GrafSeismo,项目名称:SharpDX,代码行数:8,代码来源:DepthStencilBuffer.cs

示例10: DepthStencilSurface

		/// <summary>
		/// 
		/// </summary>
		/// <param name="dsv"></param>
		internal DepthStencilSurface ( DepthStencilView dsv, DepthFormat format, int width, int height, int sampleCount )
		{
			Width			=	width;
			Height			=	height;
			Format			=	format;
			SampleCount		=	sampleCount;
			DSV				=	dsv;
		}
开发者ID:demiurghg,项目名称:FusionEngine,代码行数:12,代码来源:DepthStencilSurface.cs

示例11: RenderTargetGraphicsPresenter

        public RenderTargetGraphicsPresenter(GraphicsDevice device, RenderTarget2D renderTarget, DepthFormat depthFormat = DepthFormat.None)
            : base(device, CreatePresentationParameters(renderTarget, depthFormat))
        {
            PresentInterval = Description.PresentationInterval;

            // Initialize the swap chain
            backBuffer = renderTarget;
        }
开发者ID:rbwhitaker,项目名称:SharpDX,代码行数:8,代码来源:RenderTargetGraphicsPresenter.cs

示例12: RenderTargetCube

 public RenderTargetCube(GraphicsDevice graphicsDevice, int size, bool mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage)
   : base(graphicsDevice, size, mipMap, preferredFormat, true)
 {
   this.DepthStencilFormat = preferredDepthFormat;
   this.MultiSampleCount = preferredMultiSampleCount;
   this.RenderTargetUsage = usage;
   throw new NotImplementedException();
 }
开发者ID:Zeludon,项目名称:FEZ,代码行数:8,代码来源:RenderTargetCube.cs

示例13: DepthStencilCube

        /// <summary>
        /// Creates render target
        /// </summary>
        /// <param name="rs"></param>
        /// <param name="width"></param>
        /// <param name="height"></param>
        /// <param name="format"></param>
        public DepthStencilCube( GraphicsDevice device, DepthFormat format, int size, int samples, string debugName = "" )
            : base(device)
        {
            bool msaa	=	samples > 1;

            CheckSamplesCount( samples );

            SampleCount	=	samples;

            Format		=	format;
            SampleCount	=	samples;
            Width		=	size;
            Height		=	size;
            Depth		=	1;

            var	texDesc	=	new Texture2DDescription();
                texDesc.Width				=	Width;
                texDesc.Height				=	Height;
                texDesc.ArraySize			=	6;
                texDesc.BindFlags			=	BindFlags.RenderTarget | BindFlags.ShaderResource;
                texDesc.CpuAccessFlags		=	CpuAccessFlags.None;
                texDesc.Format				=	Converter.ConvertToTex( format );
                texDesc.MipLevels			=	1;
                texDesc.OptionFlags			=	ResourceOptionFlags.TextureCube;
                texDesc.SampleDescription	=	new DXGI.SampleDescription(samples, 0);
                texDesc.Usage				=	ResourceUsage.Default;

            texCube	=	new D3D.Texture2D( device.Device, texDesc );

            var srvDesc	=	new ShaderResourceViewDescription();
                srvDesc.Dimension			=	samples > 1 ? ShaderResourceViewDimension.Texture2DMultisampled : ShaderResourceViewDimension.Texture2D;
                srvDesc.Format				=	Converter.ConvertToSRV( format );
                srvDesc.Texture2D.MostDetailedMip	=	0;
                srvDesc.Texture2D.MipLevels			=	1;

            SRV		=	new ShaderResourceView( device.Device, texCube );

            //
            //	Create surfaces :
            //
            surfaces	=	new DepthStencilSurface[ 6 ];

            for ( int face=0; face<6; face++) {

                var rtvDesc = new DepthStencilViewDescription();
                    rtvDesc.Texture2DArray.MipSlice			=	0;
                    rtvDesc.Texture2DArray.FirstArraySlice	=	face;
                    rtvDesc.Texture2DArray.ArraySize		=	1;
                    rtvDesc.Dimension						=	msaa ? DepthStencilViewDimension.Texture2DMultisampledArray : DepthStencilViewDimension.Texture2DArray;
                    rtvDesc.Format							=	Converter.ConvertToDSV( format );

                var dsv	=	new DepthStencilView( device.Device, texCube, rtvDesc );

                int subResId	=	Resource.CalculateSubResourceIndex( 0, face, 1 );

                surfaces[face]	=	new DepthStencilSurface( dsv, format, Width, Height, SampleCount );
            }
        }
开发者ID:temik911,项目名称:audio,代码行数:65,代码来源:DepthStencilCube.cs

示例14: RenderTarget2D

	    public RenderTarget2D(GraphicsDevice graphicsDevice, int width, int height, bool mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage, bool shared, int arraySize)
	        : base(graphicsDevice, width, height, mipMap, preferredFormat, SurfaceType.RenderTarget, shared, arraySize)
	    {
            DepthStencilFormat = preferredDepthFormat;
            MultiSampleCount = preferredMultiSampleCount;
            RenderTargetUsage = usage;

            PlatformConstruct(graphicsDevice, width, height, mipMap, preferredFormat, preferredDepthFormat, preferredMultiSampleCount, usage, shared);
	    }
开发者ID:Cardanis,项目名称:MonoGame,代码行数:9,代码来源:RenderTarget2D.cs

示例15: RenderTarget2D

		public RenderTarget2D (GraphicsDevice graphicsDevice, int width, int height, bool mipMap,
         					   SurfaceFormat format, DepthFormat depthFormat, int multiSampleCount,
		                       RenderTargetUsage usage)
			:base(graphicsDevice, width, height,0, TextureUsage.None, format)
		{				
			
			allocateOpenGLTexture();
			
		}
开发者ID:johnkwaters,项目名称:MonoGame,代码行数:9,代码来源:RenderTarget2D.cs


注:本文中的DepthFormat类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。