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C# Device.CreateTexture2D方法代码示例

本文整理汇总了C#中Device.CreateTexture2D方法的典型用法代码示例。如果您正苦于以下问题:C# Device.CreateTexture2D方法的具体用法?C# Device.CreateTexture2D怎么用?C# Device.CreateTexture2D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.CreateTexture2D方法的9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: Texture2D

        /// <summary>
        ///   Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.Texture2D" /> class.
        /// </summary>
        /// <param name = "device">The device with which to associate the texture.</param>
        /// <param name = "description">The description of the texture.</param>
        /// <param name = "data">An array of initial texture data for each subresource.</param>
        /// <msdn-id>ff476521</msdn-id>	
        /// <unmanaged>HRESULT ID3D11Device::CreateTexture2D([In] const D3D11_TEXTURE2D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture2D** ppTexture2D)</unmanaged>	
        /// <unmanaged-short>ID3D11Device::CreateTexture2D</unmanaged-short>	
        public Texture2D(Device device, Texture2DDescription description, params DataRectangle[] data)
            : base(IntPtr.Zero)
        {
            DataBox[] subResourceDatas = null;

            if (data != null && data.Length > 0)
            {
                subResourceDatas = new DataBox[data.Length];
                for (int i = 0; i < subResourceDatas.Length; i++)
                {
                    subResourceDatas[i].DataPointer = data[i].DataPointer;
                    subResourceDatas[i].RowPitch = data[i].Pitch;
                }
            }

            device.CreateTexture2D(ref description, subResourceDatas, this);
        }
开发者ID:alexey-bez,项目名称:SharpDX,代码行数:26,代码来源:Texture2D.cs

示例3: CreateCheckerboard

		public static Texture2D CreateCheckerboard(Device device, int width, int height)
		{
			var texture = device.CreateTexture2D(new Texture2DDescription
			{
				Width = width,
				Height = height,
				ArraySize = 1
			});
            var data = new Color4[width * height];
			bool black = false;
			for (int y = 0; y < height; y++)
			{
				for (int x = 0; x < width; x++)
				{
                    data[(y * width) + x] = (black) ? new Color4(0, 0, 0, 1) : new Color4(1, 1, 1, 1);
					if (x % 8 == 0)
						black = !black;
				}
				if (y % 8 == 0)
					black = !black;
			}
            device.ImmediateContext.SetTextureData(texture, 0, data);
			return texture;
		}
开发者ID:modulexcite,项目名称:rasterizr,代码行数:24,代码来源:ProceduralTextures.cs

示例4: FromColors

        public static Texture2D FromColors(Device device, Color4[] data, int width, int height)
        {
            var result = device.CreateTexture2D(new Texture2DDescription
            {
                Width = width,
                Height = height,
                MipLevels = 0,
                ArraySize = 1,
            });

            device.ImmediateContext.SetTextureData(result, 0, data);
            device.ImmediateContext.GenerateMips(result);

            return result;
        }
开发者ID:modulexcite,项目名称:rasterizr,代码行数:15,代码来源:Texture2D.cs

示例5: 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);

            // 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7: 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8: 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9: 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.CreateTexture2D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。