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C# Device.CreateDepthStencilView方法代码示例

本文整理汇总了C#中Device.CreateDepthStencilView方法的典型用法代码示例。如果您正苦于以下问题:C# Device.CreateDepthStencilView方法的具体用法?C# Device.CreateDepthStencilView怎么用?C# Device.CreateDepthStencilView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Device的用法示例。


在下文中一共展示了Device.CreateDepthStencilView方法的8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: Initialize

        public override WriteableBitmap Initialize(Device device)
		{
			const int width = 600;
			const int height = 400;

			// Create device and swap chain.
            var swapChainPresenter = new WpfSwapChainPresenter();
			_swapChain = device.CreateSwapChain(width, height, swapChainPresenter);

			_deviceContext = device.ImmediateContext;

			// Create RenderTargetView from the backbuffer.
			var backBuffer = Texture2D.FromSwapChain(_swapChain, 0);
			_renderTargetView = device.CreateRenderTargetView(backBuffer);

			// Create DepthStencilView.
			var depthStencilBuffer = device.CreateTexture2D(new Texture2DDescription
			{
				ArraySize = 1,
				MipLevels = 1,
				Width = width,
				Height = height,
				BindFlags = BindFlags.DepthStencil
			});
			var depthStencilView = device.CreateDepthStencilView(depthStencilBuffer);

			// Prepare all the stages.
			_deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, width, height, 0.0f, 1.0f));
			_deviceContext.OutputMerger.SetTargets(depthStencilView, _renderTargetView);

            return swapChainPresenter.Bitmap;
		}
开发者ID:modulexcite,项目名称:rasterizr,代码行数:32,代码来源:BasicWindowSample.cs

示例2: DepthStencilView

 /// <summary>
 ///   Creates a <see cref = "T:SharpDX.Direct3D11.DepthStencilView" /> for accessing resource data.
 /// </summary>
 /// <param name = "device">The device to use when creating this <see cref = "T:SharpDX.Direct3D11.DepthStencilView" />.</param>
 /// <param name = "resource">The resource that represents the render-target surface. This surface must have been created with the <see cref = "T:SharpDX.Direct3D11.BindFlags">DepthStencil</see> flag.</param>
 /// <param name = "description">A structure describing the <see cref = "T:SharpDX.Direct3D11.DepthStencilView" /> to be created.</param>
 /// <unmanaged>ID3D11Device::CreateDepthStencilView</unmanaged>
 public DepthStencilView(Device device, Resource resource, DepthStencilViewDescription description)
     : base(IntPtr.Zero)
 {
     device.CreateDepthStencilView(resource, description, this);
 }
开发者ID:Nezz,项目名称:SharpDX,代码行数:12,代码来源:DepthStencilView.cs

示例3: LoadPipeline

        private void LoadPipeline(RenderForm form)
        {
            int width = form.ClientSize.Width;
            int height = form.ClientSize.Height;

            viewport.Width = width;
            viewport.Height = height;
            viewport.MaxDepth = 1.0f;

            scissorRect.Right = width;
            scissorRect.Bottom = height;

            #if DEBUG
            // Enable the D3D12 debug layer.
            {
                DebugInterface.Get().EnableDebugLayer();
            }
            #endif
            device = new Device(null, SharpDX.Direct3D.FeatureLevel.Level_11_0);
            using (var factory = new Factory4())
            {
                // Describe and create the command queue.
                CommandQueueDescription queueDesc = new CommandQueueDescription(CommandListType.Direct);
                commandQueue = device.CreateCommandQueue(queueDesc);

                // Describe and create the swap chain.
                SwapChainDescription swapChainDesc = new SwapChainDescription()
                {
                    BufferCount = FrameCount,
                    ModeDescription = new ModeDescription(width, height, new Rational(60, 1), Format.R8G8B8A8_UNorm),
                    Usage = Usage.RenderTargetOutput,
                    SwapEffect = SwapEffect.FlipDiscard,
                    OutputHandle = form.Handle,
                    //Flags = SwapChainFlags.None,
                    SampleDescription = new SampleDescription(1, 0),
                    IsWindowed = true
                };

                SwapChain tempSwapChain = new SwapChain(factory, commandQueue, swapChainDesc);
                swapChain = tempSwapChain.QueryInterface<SwapChain3>();
                tempSwapChain.Dispose();
                frameIndex = swapChain.CurrentBackBufferIndex;
            }

            // Create descriptor heaps.
            // Describe and create a render target view (RTV) descriptor heap.
            DescriptorHeapDescription rtvHeapDesc = new DescriptorHeapDescription()
            {
                DescriptorCount = FrameCount,
                Flags = DescriptorHeapFlags.None,
                Type = DescriptorHeapType.RenderTargetView
            };

            renderTargetViewHeap = device.CreateDescriptorHeap(rtvHeapDesc);

            rtvDescriptorSize = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.RenderTargetView);

            // Create frame resources.
            CpuDescriptorHandle rtvHandle = renderTargetViewHeap.CPUDescriptorHandleForHeapStart;
            for (int n = 0; n < FrameCount; n++)
            {
                renderTargets[n] = swapChain.GetBackBuffer<Resource>(n);
                device.CreateRenderTargetView(renderTargets[n], null, rtvHandle);
                rtvHandle += rtvDescriptorSize;
            }

            //create depth buffer;
            DescriptorHeapDescription dsvHeapDesc = new DescriptorHeapDescription()
            {
                DescriptorCount = FrameCount,
                Flags = DescriptorHeapFlags.None,
                Type = DescriptorHeapType.DepthStencilView
            };
            depthStencilViewHeap = device.CreateDescriptorHeap(dsvHeapDesc);
            CpuDescriptorHandle dsvHandle = depthStencilViewHeap.CPUDescriptorHandleForHeapStart;

            ClearValue depthOptimizedClearValue = new ClearValue()
            {
                Format = Format.D32_Float,
                DepthStencil = new DepthStencilValue() { Depth = 1.0F, Stencil = 0 },
            };

            depthTarget = device.CreateCommittedResource(
                new HeapProperties(HeapType.Default),
                HeapFlags.None,
                new ResourceDescription(ResourceDimension.Texture2D, 0, width, height, 1, 0, Format.D32_Float, 1, 0, TextureLayout.Unknown, ResourceFlags.AllowDepthStencil),
                ResourceStates.DepthWrite, depthOptimizedClearValue);

            var depthView = new DepthStencilViewDescription()
            {
                Format = Format.D32_Float,
                Dimension = DepthStencilViewDimension.Texture2D,
                Flags = DepthStencilViewFlags.None,
            };

            //bind depth buffer
            device.CreateDepthStencilView(depthTarget, null, dsvHandle);

            commandAllocator = device.CreateCommandAllocator(CommandListType.Direct);
            bundleAllocator = device.CreateCommandAllocator(CommandListType.Bundle);
//.........这里部分代码省略.........
开发者ID:RobyDX,项目名称:SharpDX_D3D12HelloWorld,代码行数:101,代码来源:HelloDepthBuffer.cs

示例4: ImageGenerator

            public ImageGenerator(IResourceManager resourceLoader)
	        {
                const int width = 400;
                const int height = 400;

                // Create device and swap chain.
                _device = new Device();
                var swapChainPresenter = new WpfSwapChainPresenter();
                _swapChain = _device.CreateSwapChain(width, height, swapChainPresenter);
                _outputBitmap = swapChainPresenter.Bitmap;
                _deviceContext = _device.ImmediateContext;

                // Create RenderTargetView from the backbuffer.
                var backBuffer = Texture2D.FromSwapChain(_swapChain, 0);
                _renderTargetView = _device.CreateRenderTargetView(backBuffer);

                // Create the depth buffer
                var depthBuffer = _device.CreateTexture2D(new Texture2DDescription
                {
                    ArraySize = 1,
                    MipLevels = 1,
                    Width = width,
                    Height = height,
                    BindFlags = BindFlags.DepthStencil
                });

                // Create the depth buffer view
                _depthView = _device.CreateDepthStencilView(depthBuffer);

                // Compile Vertex and Pixel shaders
                var vertexShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/TechDemos/Resources/TextureSampling/Texture.fx", "VS", "vs_4_0");
                var vertexShader = _device.CreateVertexShader(vertexShaderByteCode);

                var pixelShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/TechDemos/Resources/TextureSampling/Texture.fx", "PS", "ps_4_1");
                var pixelShader = _device.CreatePixelShader(pixelShaderByteCode);

                // Layout from VertexShader input signature
                var layout = _device.CreateInputLayout(
                    new[]
	                {
	                    new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
	                    new InputElement("TEXCOORD", 0, Format.R32G32_Float, 0, 16)
	                }, vertexShaderByteCode);

                // Instantiate Vertex buiffer from vertex data
                var vertices = _device.CreateBuffer(new BufferDescription(BindFlags.VertexBuffer), new[]
	            {
	                // 3D coordinates              UV Texture coordinates
	                -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, // Front
	                -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f,
	                1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f,
	                -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f,
	                1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f,
	                1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f,

	                -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, // BACK
	                1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
	                -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
	                -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
	                1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
	                1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,

	                -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, // Top
	                -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
	                1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
	                -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f,
	                1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
	                1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f,

	                -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, // Bottom
	                1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
	                -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
	                -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f,
	                1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f,
	                1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f,

	                -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, // Left
	                -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
	                -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
	                -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f,
	                -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
	                -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f,

	                1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, // Right
	                1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
	                1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
	                1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f,
	                1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f,
	                1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f
	            });

                // Create Constant Buffer
                _constantBuffer = _device.CreateBuffer(new BufferDescription
                {
                    SizeInBytes = Utilities.SizeOf<Matrix>(),
                    BindFlags = BindFlags.ConstantBuffer
                });

                // Load texture and create sampler
                var textureStream = resourceLoader.GetStream(
//.........这里部分代码省略.........
开发者ID:modulexcite,项目名称:rasterizr,代码行数:101,代码来源:TextureSamplingViewModel.cs

示例5: Initialize

        public override WriteableBitmap Initialize(Device device)
		{
            const int width = 600;
			const int height = 400;

			// Create device and swap chain.
            var swapChainPresenter = new WpfSwapChainPresenter();
            _swapChain = device.CreateSwapChain(width, height, swapChainPresenter);
			_deviceContext = device.ImmediateContext;

			// Create RenderTargetView from the backbuffer.
			var backBuffer = Texture2D.FromSwapChain(_swapChain, 0);
			_renderTargetView = device.CreateRenderTargetView(backBuffer);

			// Create the depth buffer
			var depthBuffer = device.CreateTexture2D(new Texture2DDescription
			{
				ArraySize = 1,
				MipLevels = 1,
				Width = width,
				Height = height,
				BindFlags = BindFlags.DepthStencil
			});

			// Create the depth buffer view
			_depthView = device.CreateDepthStencilView(depthBuffer);

            // Load model.
		    var modelLoader = new ModelLoader(device, TextureLoader.CreateTextureFromStream);
            _model = modelLoader.Load("Modules/SampleBrowser/Samples/ModelLoading/Car/car.obj");

            // Compile Vertex and Pixel shaders
            var vertexShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/ModelLoading/ModelLoading.fx", "VS", "vs_4_0");
            var vertexShader = device.CreateVertexShader(vertexShaderByteCode);

            var pixelShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/ModelLoading/ModelLoading.fx", "PS", "ps_4_0");
            var pixelShader = device.CreatePixelShader(pixelShaderByteCode);

		    _model.SetInputLayout(device, vertexShaderByteCode.InputSignature);

			var sampler = device.CreateSamplerState(new SamplerStateDescription
			{
				Filter = Filter.MinMagMipPoint,
				AddressU = TextureAddressMode.Wrap,
				AddressV = TextureAddressMode.Wrap,
				AddressW = TextureAddressMode.Wrap,
				BorderColor = Color4.Black,
				ComparisonFunction = Comparison.Never,
				MaximumAnisotropy = 16,
				MipLodBias = 0,
				MinimumLod = 0,
				MaximumLod = 16,
			});

            // Create constant buffers.
            _vertexConstantBuffer = device.CreateBuffer(new BufferDescription
            {
                SizeInBytes = Utilities.SizeOf<VertexShaderData>(),
                BindFlags = BindFlags.ConstantBuffer
            });
            _pixelConstantBuffer = device.CreateBuffer(new BufferDescription
            {
                SizeInBytes = Utilities.SizeOf<PixelShaderData>(),
                BindFlags = BindFlags.ConstantBuffer
            });

			// Prepare all the stages
            _deviceContext.VertexShader.SetConstantBuffers(0, _vertexConstantBuffer);
            _deviceContext.VertexShader.Shader = vertexShader;
            _deviceContext.PixelShader.SetConstantBuffers(0, _pixelConstantBuffer);
            _deviceContext.PixelShader.Shader = pixelShader;
			_deviceContext.PixelShader.SetSamplers(0, sampler);

            _vertexShaderData = new VertexShaderData();

            _pixelShaderData = new PixelShaderData
            {
                LightDirection = new Vector4(Vector3.Normalize(new Vector3(0.5f, 0, -1)), 1)
            };
            _deviceContext.SetBufferData(_pixelConstantBuffer, ref _pixelShaderData);

		    // Setup targets and viewport for rendering
			_deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, width, height, 0.0f, 1.0f));
			_deviceContext.OutputMerger.SetTargets(_depthView, _renderTargetView);

            //_deviceContext.Rasterizer.State = device.CreateRasterizerState(new Pipeline.Rasterizer.RasterizerStateDescription
            //{
            //    FillMode = Pipeline.Rasterizer.FillMode.Wireframe
            //});

			// Prepare matrices
			_projection = Matrix.PerspectiveFovLH(MathUtil.Pi / 3.0f, 
				width / (float) height, 1f, 1000.0f);

            return swapChainPresenter.Bitmap;
		}
开发者ID:modulexcite,项目名称:rasterizr,代码行数:96,代码来源:ModelLoadingSample.cs

示例6: Initialize

        public override WriteableBitmap Initialize(Device device)
		{
			const int width = 600;
			const int height = 400;

			// Create device and swap chain.
            var swapChainPresenter = new WpfSwapChainPresenter();
            _swapChain = device.CreateSwapChain(width, height, swapChainPresenter);
			_deviceContext = device.ImmediateContext;

			// Create RenderTargetView from the backbuffer.
			var backBuffer = Texture2D.FromSwapChain(_swapChain, 0);
			_renderTargetView = device.CreateRenderTargetView(backBuffer);

			// Create the depth buffer
			var depthBuffer = device.CreateTexture2D(new Texture2DDescription
			{
				ArraySize = 1,
				MipLevels = 1,
				Width = width,
				Height = height,
				BindFlags = BindFlags.DepthStencil
			});

			// Create the depth buffer view
			_depthView = device.CreateDepthStencilView(depthBuffer);

			// Compile Vertex and Pixel shaders
            var vertexShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/MiniCubeTexture/MiniCubeTexture.fx", "VS", "vs_4_0");
			var vertexShader = device.CreateVertexShader(vertexShaderByteCode);

            var pixelShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/MiniCubeTexture/MiniCubeTexture.fx", "PS", "ps_4_0");
			var pixelShader = device.CreatePixelShader(pixelShaderByteCode);

			// Layout from VertexShader input signature
			var layout = device.CreateInputLayout(
				new[]
				{
					new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
					new InputElement("TEXCOORD", 0, Format.R32G32_Float, 0, 16)
				}, vertexShaderByteCode);

			// Instantiate Vertex buiffer from vertex data
			var vertices = device.CreateBuffer(new BufferDescription(BindFlags.VertexBuffer), new[]
			{
				// 3D coordinates              UV Texture coordinates
                -1.0f, -1.0f, -1.0f, 1.0f,     0.0f, 1.0f, // Front
                -1.0f,  1.0f, -1.0f, 1.0f,     0.0f, 0.0f,
                1.0f,  1.0f, -1.0f, 1.0f,     1.0f, 0.0f,
                -1.0f, -1.0f, -1.0f, 1.0f,     0.0f, 1.0f,
                1.0f,  1.0f, -1.0f, 1.0f,     1.0f, 0.0f,
                1.0f, -1.0f, -1.0f, 1.0f,     1.0f, 1.0f,

                -1.0f, -1.0f,  1.0f, 1.0f,     1.0f, 0.0f, // BACK
                1.0f,  1.0f,  1.0f, 1.0f,     0.0f, 1.0f,
                -1.0f,  1.0f,  1.0f, 1.0f,     1.0f, 1.0f,
                -1.0f, -1.0f,  1.0f, 1.0f,     1.0f, 0.0f,
                1.0f, -1.0f,  1.0f, 1.0f,     0.0f, 0.0f,
                1.0f,  1.0f,  1.0f, 1.0f,     0.0f, 1.0f,

                -1.0f, 1.0f, -1.0f,  1.0f,     0.0f, 1.0f, // Top
                -1.0f, 1.0f,  1.0f,  1.0f,     0.0f, 0.0f,
                1.0f, 1.0f,  1.0f,  1.0f,     1.0f, 0.0f,
                -1.0f, 1.0f, -1.0f,  1.0f,     0.0f, 1.0f,
                1.0f, 1.0f,  1.0f,  1.0f,     1.0f, 0.0f,
                1.0f, 1.0f, -1.0f,  1.0f,     1.0f, 1.0f,

                -1.0f,-1.0f, -1.0f,  1.0f,     1.0f, 0.0f, // Bottom
                1.0f,-1.0f,  1.0f,  1.0f,     0.0f, 1.0f,
                -1.0f,-1.0f,  1.0f,  1.0f,     1.0f, 1.0f,
                -1.0f,-1.0f, -1.0f,  1.0f,     1.0f, 0.0f,
                1.0f,-1.0f, -1.0f,  1.0f,     0.0f, 0.0f,
                1.0f,-1.0f,  1.0f,  1.0f,     0.0f, 1.0f,

                -1.0f, -1.0f, -1.0f, 1.0f,     0.0f, 1.0f, // Left
                -1.0f, -1.0f,  1.0f, 1.0f,     0.0f, 0.0f,
                -1.0f,  1.0f,  1.0f, 1.0f,     1.0f, 0.0f,
                -1.0f, -1.0f, -1.0f, 1.0f,     0.0f, 1.0f,
                -1.0f,  1.0f,  1.0f, 1.0f,     1.0f, 0.0f,
                -1.0f,  1.0f, -1.0f, 1.0f,     1.0f, 1.0f,

                1.0f, -1.0f, -1.0f, 1.0f,     1.0f, 0.0f, // Right
                1.0f,  1.0f,  1.0f, 1.0f,     0.0f, 1.0f,
                1.0f, -1.0f,  1.0f, 1.0f,     1.0f, 1.0f,
                1.0f, -1.0f, -1.0f, 1.0f,     1.0f, 0.0f,
                1.0f,  1.0f, -1.0f, 1.0f,     0.0f, 0.0f,
                1.0f,  1.0f,  1.0f, 1.0f,     0.0f, 1.0f
			});

			// Create Constant Buffer
			_constantBuffer = device.CreateBuffer(new BufferDescription
			{
				SizeInBytes = Utilities.SizeOf<Matrix>(),
				BindFlags = BindFlags.ConstantBuffer
			});

			// Load texture and create sampler
			var textureStream = _resourceLoader.GetStream(
                "Modules/SampleBrowser/Samples/MiniCubeTexture/GeneticaMortarlessBlocks.jpg",
                GetType().Assembly.FullName);
//.........这里部分代码省略.........
开发者ID:modulexcite,项目名称:rasterizr,代码行数:101,代码来源:MiniCubeTextureSample.cs

示例7: Initialize

        public override WriteableBitmap Initialize(Device device)
		{
			// Create device and swap chain.
            var swapChainPresenter = new WpfSwapChainPresenter();
            _swapChain = device.CreateSwapChain(Width, Height, swapChainPresenter);
			_deviceContext = device.ImmediateContext;

			// Create RenderTargetView from the backbuffer.
			var backBuffer = Texture2D.FromSwapChain(_swapChain, 0);
			_renderTargetView = device.CreateRenderTargetView(backBuffer);

			// Create the depth buffer
			var depthBuffer = device.CreateTexture2D(new Texture2DDescription
			{
				ArraySize = 1,
				MipLevels = 1,
				Width = Width,
				Height = Height,
				BindFlags = BindFlags.DepthStencil
			});

			// Create the depth buffer view
			_depthView = device.CreateDepthStencilView(depthBuffer);

            // Create cube map resources.
            var cubeMapTexture = device.CreateTexture2D(new Texture2DDescription
            {
                Width = CubeMapSize,
                Height= CubeMapSize,
                ArraySize = 6,
                BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource,
                MipLevels = 1
            });
            _renderTargetViewCube = device.CreateRenderTargetView(cubeMapTexture);
            _resourceViewCube = device.CreateShaderResourceView(cubeMapTexture);
            var depthBufferCube = device.CreateTexture2D(new Texture2DDescription
            {
                ArraySize = 6,
                MipLevels = 1,
                Width = CubeMapSize,
                Height = CubeMapSize,
                BindFlags = BindFlags.DepthStencil
            });
            _depthViewCube = device.CreateDepthStencilView(depthBufferCube);

            // Load model.
		    var modelLoader = new ModelLoader(device, TextureLoader.CreateTextureFromStream);
            _model = modelLoader.Load("Modules/SampleBrowser/Samples/EnvironmentMapping/teapot.obj");

            // Compile Vertex and Pixel shaders
            var vertexShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/EnvironmentMapping/EnvironmentMapping.fx", "VS_CubeMap", "vs_4_0");
            _vertexShaderCubeMap = device.CreateVertexShader(vertexShaderByteCode);
            _vertexShaderStandard = device.CreateVertexShader(ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/EnvironmentMapping/EnvironmentMapping.fx", "VS_Standard", "vs_4_0"));

            _geometryShaderCubeMap = device.CreateGeometryShader(ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/EnvironmentMapping/EnvironmentMapping.fx", "GS_CubeMap", "gs_4_0"));

            _pixelShaderCubeMap = device.CreatePixelShader(ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/EnvironmentMapping/EnvironmentMapping.fx", "PS_CubeMap", "ps_4_0"));
            _pixelShaderStandard = device.CreatePixelShader(ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/EnvironmentMapping/EnvironmentMapping.fx", "PS_Standard", "ps_4_0"));
            _pixelShaderReflective = device.CreatePixelShader(ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/EnvironmentMapping/EnvironmentMapping.fx", "PS_Reflective", "ps_4_0"));

		    _model.SetInputLayout(device, vertexShaderByteCode.InputSignature);

            var sampler = device.CreateSamplerState(SamplerStateDescription.Default);

            // Create constant buffers.
            _vertexConstantBuffer = device.CreateBuffer(new BufferDescription
            {
                SizeInBytes = Utilities.SizeOf<VertexShaderData>(),
                BindFlags = BindFlags.ConstantBuffer
            });
            _geometryConstantBuffer = device.CreateBuffer(new BufferDescription
            {
                SizeInBytes = Utilities.SizeOf<GeometryShaderData>(),
                BindFlags = BindFlags.ConstantBuffer
            });
            var pixelConstantBuffer = device.CreateBuffer(new BufferDescription
            {
                SizeInBytes = Utilities.SizeOf<PixelShaderData>(),
                BindFlags = BindFlags.ConstantBuffer
            });

			// Prepare all the stages
            _deviceContext.VertexShader.SetConstantBuffers(0, _vertexConstantBuffer);
            _deviceContext.GeometryShader.SetConstantBuffers(0, _geometryConstantBuffer);
            _deviceContext.PixelShader.SetConstantBuffers(0, pixelConstantBuffer);
			_deviceContext.PixelShader.SetSamplers(0, sampler);

            _vertexShaderData = new VertexShaderData();

            _view1 = Matrix.LookAtLH(Vector3.Zero, new Vector3(1, 0, 0), Vector3.UnitY);
            _view2 = Matrix.LookAtLH(Vector3.Zero, new Vector3(-1, 0, 0), Vector3.UnitY);
            _view3 = Matrix.LookAtLH(Vector3.Zero, new Vector3(0, 1, 0), -Vector3.UnitZ);
            _view4 = Matrix.LookAtLH(Vector3.Zero, new Vector3(0, -1, 0), Vector3.UnitZ);
            _view5 = Matrix.LookAtLH(Vector3.Zero, new Vector3(0, 0, 1), Vector3.UnitY);
            _view6 = Matrix.LookAtLH(Vector3.Zero, new Vector3(0, 0, -1), Vector3.UnitY);

            var from = new Vector3(0, 30, 70);
            var to = new Vector3(0, 0, 0);

            // Prepare matrices
//.........这里部分代码省略.........
开发者ID:modulexcite,项目名称:rasterizr,代码行数:101,代码来源:EnvironmentMappingSample.cs

示例8: Initialize

        public override WriteableBitmap Initialize(Device device)
		{
			const int width = 400;
			const int height = 300;

			// Create device and swap chain.
            var swapChainPresenter = new WpfSwapChainPresenter();
            _swapChain = device.CreateSwapChain(width, height, swapChainPresenter);
			_deviceContext = device.ImmediateContext;

			// Create RenderTargetView from the backbuffer.
			var backBuffer = Texture2D.FromSwapChain(_swapChain, 0);
			_renderTargetView = device.CreateRenderTargetView(backBuffer);

			// Create the depth buffer
			var depthBuffer = device.CreateTexture2D(new Texture2DDescription
			{
				ArraySize = 1,
				MipLevels = 1,
				Width = width,
				Height = height,
				BindFlags = BindFlags.DepthStencil
			});

			// Create the depth buffer view
			_depthView = device.CreateDepthStencilView(depthBuffer);

			// Compile Vertex and Pixel shaders
            var vertexShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/MiniCube/MiniCube.fx", "VS", "vs_4_0");
			var vertexShader = device.CreateVertexShader(vertexShaderByteCode);

            var pixelShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/MiniCube/MiniCube.fx", "PS", "ps_4_0");
			var pixelShader = device.CreatePixelShader(pixelShaderByteCode);

			// Layout from VertexShader input signature
			var layout = device.CreateInputLayout(
				new[]
				{
					new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0),
					new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 0)
				}, vertexShaderByteCode);

			// Instantiate Vertex buffer from vertex data
			var vertices = device.CreateBuffer(new BufferDescription(BindFlags.VertexBuffer), new[]
			{
				new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), // Front
				new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
				new Vector4(1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
				new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
				new Vector4(1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
				new Vector4(1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),

				new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), // BACK
				new Vector4(1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
				new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
				new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
				new Vector4(1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
				new Vector4(1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),

				new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), // Top
				new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
				new Vector4(1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
				new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
				new Vector4(1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
				new Vector4(1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),

				new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), // Bottom
				new Vector4(1.0f, -1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
				new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
				new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
				new Vector4(1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
				new Vector4(1.0f, -1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),

				new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), // Left
				new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
				new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
				new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
				new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
				new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),

				new Vector4(1.0f, -1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), // Right
				new Vector4(1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
				new Vector4(1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
				new Vector4(1.0f, -1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
				new Vector4(1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
				new Vector4(1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f)
			});

			// Create Constant Buffer
			_constantBuffer = device.CreateBuffer(new BufferDescription
			{
				SizeInBytes = Utilities.SizeOf<Matrix>(),
				BindFlags = BindFlags.ConstantBuffer
			});

			// Prepare all the stages
			_deviceContext.InputAssembler.InputLayout = layout;
			_deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
			_deviceContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, 0, Utilities.SizeOf<Vector4>() * 2));
			_deviceContext.VertexShader.SetConstantBuffers(0, _constantBuffer);
//.........这里部分代码省略.........
开发者ID:modulexcite,项目名称:rasterizr,代码行数:101,代码来源:MiniCubeSample.cs


注:本文中的Device.CreateDepthStencilView方法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。