本文整理汇总了C#中DeviceContext.ClearRenderTargetView方法的典型用法代码示例。如果您正苦于以下问题:C# DeviceContext.ClearRenderTargetView方法的具体用法?C# DeviceContext.ClearRenderTargetView怎么用?C# DeviceContext.ClearRenderTargetView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DeviceContext
的用法示例。
在下文中一共展示了DeviceContext.ClearRenderTargetView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: ClearRenderTarget
public override void ClearRenderTarget(DeviceContext context, Color4 color)
{
foreach (RenderTargetView view in renderTargetView)
{
context.ClearRenderTargetView(view, color);
}
}
示例2: Draw
public override void Draw(Device device, DeviceContext context, RenderTargetView renderTargetView)
{
// We just clear the render target view
context.ClearRenderTargetView(renderTargetView, Color.CornflowerBlue);
// Ask the DrawingSurface to call us back
host.RequestAdditionalFrame();
}
示例3: Clear
/// <summary>
/// Clears the instance
/// </summary>
/// <param name="context"></param>
public override void Clear(DeviceContext context)
{
base.Clear(context);
if (RenderTargetClearSettings.IsClearRenderTarget)
{
context.ClearRenderTargetView(RenderTargetView, RenderTargetClearSettings.ClearColor);
}
}
示例4: Render
public void Render( DeviceContext deviceContext, Viewport viewport, RenderTargetView renderTargetView, DepthStencilView depthStencilView )
{
deviceContext.ClearRenderTargetView( renderTargetView, Constants.CLEAR_COLOR );
deviceContext.ClearDepthStencilView( depthStencilView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1.0f, 0x00 );
//mTinyTextContext.Print( viewport, "Frame Time: " + FrameTimeString, 10, 10 );
//mTinyTextContext.Render();
mStopwatch.Reset();
mStopwatch.Start();
}
示例5: ClearRenderTarget
public void ClearRenderTarget(DeviceContext context, DepthStencilView depthStencilView, float red, float green, float blue, float alpha)
{
// Setup the color the buffer to.
var color = new Color4(red, green, blue, alpha);
// Clear the back buffer.
context.ClearRenderTargetView(RenderTargetView, color);
// Clear the depth buffer.
context.ClearDepthStencilView(depthStencilView, DepthStencilClearFlags.Depth, 1.0f, 0);
}
示例6: Clear
/// <summary>
/// Clears the instance
/// </summary>
/// <param name="context"></param>
public override void Clear(DeviceContext context)
{
base.Clear(context);
if (!RenderTargetClearSettings.IsClearRenderTarget) return;
Device11Mutex.Acquire(0, -1);
{
context.ClearRenderTargetView(RenderTargetView11, RenderTargetClearSettings.ClearColor);
}
Device11Mutex.Release(0);
}
示例7: Clear
public void Clear(DeviceContext context, Color4 color, bool depth = false)
{
for (int i = 0; i < m_NumRTs; ++i)
{
context.ClearRenderTargetView(m_RenderTargets[i].m_RenderTargetView, color);
}
if (depth && m_DepthStencil.m_DepthStencilView != null)
{
context.ClearDepthStencilView(m_DepthStencil.m_DepthStencilView, DepthStencilClearFlags.Depth, 1.0f, 0);
}
}
示例8: Render
public void Render(RenderTargetView renderTargetView, DeviceContext context, SurfacePass pass)
{
// TODO: generate sky envmap here, with custom params
pass.Pass(context, @"
struct PS_IN
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD;
};
float3 main(PS_IN input) : SV_Target
{
float phi = 2 * 3.14159265 * input.tex.x;
float theta = 3.14159265 * input.tex.y;
float3 p = float3(sin(theta) * cos(phi), cos(theta), sin(theta) * sin(phi));
float brightness = 500;
if (p.y < 0) return lerp(float3(1, 1, 1), float3(0, 0, 0), -p.y) * brightness;
/* TEMPORARY */
float sunBrightness = (dot(p, normalize(float3(-0.5f, 0.8f, 0.9f))) > 0.9995f) ? 1 : 0;
return lerp(float3(1, 1, 1), float3(0.7f, 0.7f, 1), p.y) * brightness + sunBrightness * 50000;
}
", skyEnvMap.Dimensions, skyEnvMap.RTV, null, null);
context.OutputMerger.SetRenderTargets((RenderTargetView)null);
context.ClearDepthStencilView(depthStencilView, DepthStencilClearFlags.Depth, 1.0f, 0);
context.ClearRenderTargetView(renderTargetView, new Color4(0.5f, 0, 1, 1));
context.Rasterizer.State = rasterizerState;
context.OutputMerger.DepthStencilState = depthStencilState;
context.OutputMerger.SetTargets(depthStencilView, renderTargetView);
context.Rasterizer.SetViewports(new[] { new ViewportF(0, 0, RenderDimensions.Width, RenderDimensions.Height) });
context.Rasterizer.SetScissorRectangles(new[] { new SharpDX.Rectangle(0, 0, RenderDimensions.Width, RenderDimensions.Height) });
context.VertexShader.Set(vertexShader);
context.InputAssembler.InputLayout = inputLayout;
context.PixelShader.SetShaderResource(0, skyEnvMap.SRV);
context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
{
DataStream cameraStream;
context.MapSubresource(cameraBuffer, MapMode.WriteDiscard, MapFlags.None, out cameraStream);
camera.WriteTo(cameraStream);
context.UnmapSubresource(cameraBuffer, 0);
cameraStream.Dispose();
}
context.VertexShader.SetConstantBuffer(0, cameraBuffer);
context.PixelShader.SetConstantBuffer(0, cameraBuffer);
foreach (Model model in models.Values)
model.Render(context, camera, materials, proxy);
}
示例9: RenderCubemap
public static void RenderCubemap(DeviceContext context, TextureObject targetTexture, TextureObject targetDepth, SimpleSceneWrapper sceneWrapper, Vector3 position, float range, bool depthOnly = false, Color4 clearColor = new Color4())
{
//using (new GpuProfilePoint(context, "CubemapRendering"))
{
// some hardcoded near plane
Matrix projectionMatrix = Matrix.PerspectiveFovLH((float)Math.PI / 2.0f, 1.0f, 0.05f, range);
ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.DepthCompare);
// set the shaders
context.VertexShader.Set(ShaderManager.GetVertexShader("VertexScene"));
context.PixelShader.Set(depthOnly ? null : ShaderManager.GetPixelShader("PixelSceneSimple"));
dynamic cvpb = m_CurrentViewportBuffer;
for (int i = 0; i < 6; ++i)
{
Vector3 lookAt = new Vector3();
Vector3 upVec = new Vector3();
switch (i)
{
case 0:
lookAt = new Vector3(1.0f, 0.0f, 0.0f);
upVec = new Vector3(0.0f, 1.0f, 0.0f);
break;
case 1:
lookAt = new Vector3(-1.0f, 0.0f, 0.0f);
upVec = new Vector3(0.0f, 1.0f, 0.0f);
break;
case 2:
lookAt = new Vector3(0.0f, 1.0f, 0.0f);
upVec = new Vector3(0.0f, 0.0f, -1.0f);
break;
case 3:
lookAt = new Vector3(0.0f, -1.0f, 0.0f);
upVec = new Vector3(0.0f, 0.0f, 1.0f);
break;
case 4:
lookAt = new Vector3(0.0f, 0.0f, 1.0f);
upVec = new Vector3(0.0f, 1.0f, 0.0f);
break;
case 5:
lookAt = new Vector3(0.0f, 0.0f, -1.0f);
upVec = new Vector3(0.0f, 1.0f, 0.0f);
break;
}
Matrix viewMatrix = Matrix.LookAtLH(position, position + lookAt, upVec);
cvpb.g_ProjMatrix = projectionMatrix;
cvpb.g_ViewMatrix = viewMatrix;
cvpb.g_ViewProjMatrix = viewMatrix * projectionMatrix;
{
context.ClearRenderTargetView(targetTexture.m_ArrayRenderTargetViews[i], clearColor);
context.ClearDepthStencilView(targetDepth.m_ArrayDepthStencilViews[i], DepthStencilClearFlags.Depth, 1.0f, 0);
RenderTargetSet.BindTextureAsRenderTarget(context, targetTexture.m_ArrayRenderTargetViews[i], targetDepth.m_ArrayDepthStencilViews[i], targetTexture.m_Width, targetTexture.m_Height);
m_CurrentViewportBuffer.CompileAndBind(context);
// render triangles
sceneWrapper.Render(context);
RenderTargetSet.BindNull(context);
}
}
ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.NoDepth);
}
}
示例10: Render
public void Render( DeviceContext deviceContext, Viewport viewport, RenderTargetView renderTargetView, DepthStencilView depthStencilView )
{
deviceContext.ClearRenderTargetView( renderTargetView, Constants.CLEAR_COLOR );
deviceContext.ClearDepthStencilView( depthStencilView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1.0f, 0x00 );
var centerDataSpace = mTileManager.TiledDatasetView.CenterDataSpace;
var extentDataSpace = mTileManager.TiledDatasetView.ExtentDataSpace;
var camera = new Camera(
new Vector3( 0, 0, 0 ),
new Vector3( 0, 0, 1 ),
new Vector3( 0, 1, 0 ),
Matrix.OrthoOffCenterLH(
centerDataSpace.X - ( extentDataSpace.X / 2f ),
centerDataSpace.X + ( extentDataSpace.X / 2f ),
centerDataSpace.Y + ( extentDataSpace.Y / 2f ),
centerDataSpace.Y - ( extentDataSpace.Y / 2f ),
0.1f,
100f ) );
var datasetExtentDataSpaceX = mTileManager.TiledDatasetDescription.TiledVolumeDescriptions.Get( "SourceMap" ).NumTilesX * Constants.ConstParameters.GetInt( "TILE_SIZE_X" );
var datasetExtentDataSpaceY = mTileManager.TiledDatasetDescription.TiledVolumeDescriptions.Get( "SourceMap" ).NumTilesY * Constants.ConstParameters.GetInt( "TILE_SIZE_Y" );
mTileManager.GetTileCache().ToList().ForEach( tileCacheEntry => RenderTileCacheEntry( deviceContext, camera, datasetExtentDataSpaceX, datasetExtentDataSpaceY, tileCacheEntry, viewport ) );
//mTinyTextContext.Print( viewport, "Frame Time: " + FrameTimeString, 10, 10 );
//mTinyTextContext.Print( viewport, "Number of Active Cache Entries: " + mTileManager.GetTileCache().Count, 10, 30 );
//mTinyTextContext.Render();
mStopwatch.Reset();
mStopwatch.Start();
}
示例11: SetRenderTarget
public void SetRenderTarget(DeviceContext context, DepthStencilView depthStencilView)
{
// Bind the render target view and depth stencil buffer to the output pipeline.
context.OutputMerger.SetTargets(depthStencilView, texRenderTargetView);
// Setup the color the buffer to.
var color = new Color4(0.0f, 0.0f, 1.0f, 1.0f);
// Clear the render to texture buffer.
context.ClearRenderTargetView(texRenderTargetView, color);
// Clear the depth buffer.
context.ClearDepthStencilView(depthStencilView, DepthStencilClearFlags.Depth, 1.0f, 0);
}
示例12: ClearRenderTarget
public void ClearRenderTarget(DeviceContext context, DepthStencilView depthStencilView, float red, float green, float blue, float alpha)
{
context.ClearRenderTargetView(_renderTargetView, new Color4(red, green, blue, alpha));
context.ClearDepthStencilView(depthStencilView, DepthStencilClearFlags.Depth, 1.0f, 0);
}
示例13: ClearRenderTarget
public override void ClearRenderTarget(DeviceContext context, Color4 color)
{
context.ClearRenderTargetView(renderTargetView, color);
}
示例14: Clear
/****************************************************************************************************
*
****************************************************************************************************/
public void Clear(DeviceContext context, Color4 color4)
{
context.ClearRenderTargetView(RenderTargetView, color4);
}
示例15: Compose
/// <summary>
/// Composes an aperture.
/// </summary>
/// <param name="context">The device context.</param>
/// <param name="output">The output render target.</param>
/// <param name="profile">The optical profile to use.</param>
/// <param name="pass">A SurfacePass instance to use.</param>
/// <param name="time">The elapsed time.</param>
/// <param name="dt">The time since last call.</param>
public void Compose(DeviceContext context, GraphicsResource output, OpticalProfile profile, SurfacePass pass, double time, double dt)
{
context.ClearRenderTargetView(output.RTV, Color4.White);
context.OutputMerger.SetBlendState(blendState);
foreach (ApertureLayer layer in layers)
layer.ApplyLayer(context, output, profile, pass, time, dt);
context.OutputMerger.SetBlendState(null);
}