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C# DeviceContext.MapSubresource方法代码示例

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


在下文中一共展示了DeviceContext.MapSubresource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: MapDiscard

 internal static MyMapping MapDiscard(DeviceContext context, Resource buffer)
 {
     MyMapping mapping;
     mapping.context = context;
     mapping.buffer = buffer;
     mapping.dataBox = context.MapSubresource(buffer, 0, MapMode.WriteDiscard, MapFlags.None, out mapping.stream);
     return mapping;
 }
开发者ID:austusross,项目名称:SpaceEngineers,代码行数:8,代码来源:MyLightRendering.cs

示例2: SetConstants

        public void SetConstants(DeviceContext deviceContext, float newSpatialSigma, float newIntensitySigma)
        {
            Constants constants = new Constants()
            {
                spatialSigma = 1f/newSpatialSigma,
                intensitySigma = 1f/newIntensitySigma,
            };

            DataStream dataStream;
            deviceContext.MapSubresource(constantBuffer, MapMode.WriteDiscard, MapFlags.None, out dataStream);
            dataStream.Write<Constants>(constants);
            deviceContext.UnmapSubresource(constantBuffer, 0);
        }
开发者ID:karthikbadam,项目名称:RoomAliveToolkit,代码行数:13,代码来源:FilterPixelShader.cs

示例3: BindBuffer

        public void BindBuffer(DeviceContext context, params Matrix[] matricies)
        {
            Contract.Assert(matricies.Length == matrixCount);

            DataStream data;
            context.MapSubresource(matrixBuffer, 0, MapMode.WriteDiscard, MapFlags.None, out data);

            foreach(var matrix in matricies)
            {
                data.Write(matrix);
            }

            context.UnmapSubresource(matrixBuffer, 0);
            context.VertexShader.SetConstantBuffer(bufferSlot, matrixBuffer);
        }
开发者ID:Earthmark,项目名称:Struct-of-Structs,代码行数:15,代码来源:StdShaderBuffer.cs

示例4: GetResults

 public void GetResults(DeviceContext context, out float min, out float max)
 {
     context.CopySubresourceRegion(texture2DMinMax, texture2DMinMaxResourceView.Length - 1, null, textureReadback, 0, 0, 0, 0);
     DataStream result;
     context.MapSubresource(textureReadback, 0, MapMode.Read, MapFlags.None, out result);
     min = result.ReadFloat();
     max = result.ReadFloat();
     context.UnmapSubresource(textureReadback, 0);
 }
开发者ID:selkathguy,项目名称:SharpDX-Samples,代码行数:9,代码来源:MipMapMinMax.cs

示例5: 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);
        }
开发者ID:TomCrypto,项目名称:Insight,代码行数:60,代码来源:Scene.cs

示例6: SetShaderParameters

        /// <summary>
        /// Binds the shader and world matricies.
        /// </summary>
        /// <param name="context">The context to draw from.</param>
        /// <param name="world">The world <see cref="Matrix"/> to draw from.</param>
        /// <param name="view">The view <see cref="Matrix"/> to use for transforms.</param>
        /// <param name="projection">The projection <see cref="Matrix"/> to use for transforms.</param>
        /// <returns></returns>
        private bool SetShaderParameters(DeviceContext context, Matrix world, Matrix view, Matrix projection)
        {
            try
            {
                world.Transpose();
                view.Transpose();
                projection.Transpose();

                context.VertexShader.Set(vertexShader);
                context.PixelShader.Set(pixelShader);

                DataStream mappedResource;
                context.MapSubresource(matrixBuffer, 0, MapMode.WriteDiscard, MapFlags.None, out mappedResource);

                mappedResource.Write(world);
                mappedResource.Write(view);
                mappedResource.Write(projection);

                context.UnmapSubresource(matrixBuffer, 0);

                context.VertexShader.SetConstantBuffers(0, matrixBuffer);

                context.InputAssembler.InputLayout = layout;

                return true;
            }
            catch(Exception)
            {
                return false;
            }
        }
开发者ID:Earthmark,项目名称:RenderTest,代码行数:39,代码来源:ColorShader.cs

示例7: CompileAndBind

        public void CompileAndBind(DeviceContext context)
        {
            foreach(var v in m_Values)
            {
                var property = m_Definition.GetPropertyForName(v.Key);
                m_Writer.Seek(property.byteOffset, SeekOrigin.Begin);
                CustomConstantBufferDefinition.ConstantType type = property.type;
                Object value = v.Value;

                BufferWriteType(type, value);
            }

            var paramProperties = m_Definition.GetParamProperties();
            foreach (var paramPropertyP in paramProperties)
            {
                m_Writer.Seek(paramPropertyP.byteOffset, SeekOrigin.Begin);
                CustomConstantBufferDefinition.ConstantType type = paramPropertyP.type;
                Object value = paramPropertyP.paramValue;

                BufferWriteType(type, value);
            }

            var scriptedProperties = m_Definition.GetScriptedProperties();
            if (scriptedProperties.Count > 0)
            {
                foreach (var globalBuffer in s_AllGlobalInstances)
                {
                    foreach (var val in globalBuffer.m_Values)
                    {
                        string name = val.Key;
                        object value = val.Value;
                        FillScriptLuaContext(m_LuaContext, name, value);
                    }

                    var bufferParamProperties = globalBuffer.m_Definition.GetParamProperties();
                    foreach (var param in bufferParamProperties)
                    {
                        string name = param.name;
                        object value = param.paramValue;
                        FillScriptLuaContext(m_LuaContext, name, value);
                    }
                }
                if (!s_AllGlobalInstances.Contains(this))
                {
                    foreach (var val in m_Values)
                    {
                        string name = val.Key;
                        object value = val.Value;
                        FillScriptLuaContext(m_LuaContext, name, value);
                    }

                    var bufferParamProperties = m_Definition.GetParamProperties();
                    foreach (var param in bufferParamProperties)
                    {
                        string name = param.name;
                        object value = param.paramValue;
                        FillScriptLuaContext(m_LuaContext, name, value);
                    }
                }

                // Execute!
                m_LuaContext.DoString(m_Definition.m_Script);

                foreach (var scriptedProperty in scriptedProperties)
                {
                    m_Writer.Seek(scriptedProperty.byteOffset, SeekOrigin.Begin);
                    CustomConstantBufferDefinition.ConstantType type = scriptedProperty.type;
                    float value = (float)(double)m_LuaContext[scriptedProperty.name];

                    BufferWriteType(type, value);
                }
            }

            m_Writer.Flush();

            ContextHelper.SetConstantBuffer(context, null, m_Definition.m_Register);

            DataBox box = context.MapSubresource(m_ConstantBuffer, MapMode.WriteDiscard, SlimDX.Direct3D11.MapFlags.None);
            box.Data.Write(m_DataBuffer, 0, m_Size);
            context.UnmapSubresource(m_ConstantBuffer, 0);

            ContextHelper.SetConstantBuffer(context, m_ConstantBuffer, m_Definition.m_Register);
        }
开发者ID:wzpsgit,项目名称:CSharpRenderer,代码行数:83,代码来源:ConstantBuffer.cs

示例8: SetConstants

        public unsafe void SetConstants(DeviceContext deviceContext, RoomAliveToolkit.Kinect2Calibration kinect2Calibration, SharpDX.Matrix projection)
        {
            // hlsl matrices are default column order
            var constants = new ConstantBuffer();
            for (int i = 0, col = 0; col < 4; col++)
                for (int row = 0; row < 4; row++)
                {
                    constants.projection[i] = projection[row, col];
                    constants.depthToColorTransform[i] = (float)kinect2Calibration.depthToColorTransform[row, col];
                    i++;
                }
            constants.f[0] = (float)kinect2Calibration.colorCameraMatrix[0, 0];
            constants.f[1] = (float)kinect2Calibration.colorCameraMatrix[1, 1];
            constants.c[0] = (float)kinect2Calibration.colorCameraMatrix[0, 2];
            constants.c[1] = (float)kinect2Calibration.colorCameraMatrix[1, 2];
            constants.k1 = (float)kinect2Calibration.colorLensDistortion[0];
            constants.k2 = (float)kinect2Calibration.colorLensDistortion[1];

            DataStream dataStream;
            deviceContext.MapSubresource(constantBuffer, MapMode.WriteDiscard, SharpDX.Direct3D11.MapFlags.None, out dataStream);
            dataStream.Write<ConstantBuffer>(constants);
            deviceContext.UnmapSubresource(constantBuffer, 0);
        }
开发者ID:virrkharia,项目名称:RoomAliveToolkit,代码行数:23,代码来源:DepthAndColorShader.cs

示例9: MapForWrite

 public DataStream MapForWrite(DeviceContext ctx)
 {
     return ctx.MapSubresource(this.Buffer, MapMode.WriteDiscard, MapFlags.None).Data;
 }
开发者ID:arturoc,项目名称:FeralTic,代码行数:4,代码来源:NonGenericStructuredBuffer.cs

示例10: FillBuffer

 /// <summary>
 /// Fills the buffer by semantics
 /// </summary>
 public void FillBuffer(DeviceContext Context, Matrix World)
 {
     DataStream cbdata = Context.MapSubresource(CBuffer, MapMode.WriteDiscard, SlimDX.Direct3D11.MapFlags.None).Data;
     FillData(cbdata, World);
     Context.UnmapSubresource(CBuffer, ResourceSlot);
 }
开发者ID:RomanHodulak,项目名称:DeferredLightingD3D11,代码行数:9,代码来源:ConstantBufferWrapper.cs

示例11: Render

        public void Render(DeviceContext deviceContext)
        {
            if (_changed)
            {
                float left = (float)((ScreenSize.X / 2) * -1) + (float)Position.X;
                float right = left + (float)Size.X;
                float top = (float)(ScreenSize.Y / 2) - (float)Position.Y;
                float bottom = top - (float)Size.Y;

                _vertices[0] = new TranslateShader.Vertex { position = new Vector3(left, top, Depth), texture = new Vector2(0.0f, 0.0f) };
                _vertices[1] = new TranslateShader.Vertex { position = new Vector3(right, bottom, Depth), texture = new Vector2(1.0f, 1.0f) };
                _vertices[2] = new TranslateShader.Vertex { position = new Vector3(left, bottom, Depth), texture = new Vector2(0.0f, 1.0f) };
                _vertices[3] = new TranslateShader.Vertex { position = new Vector3(right, top, Depth), texture = new Vector2(1.0f, 0.0f) };

                DataStream mappedResource;
                deviceContext.MapSubresource(VertexBuffer, MapMode.WriteDiscard, SharpDX.Direct3D11.MapFlags.None, out mappedResource);
                mappedResource.WriteRange(_vertices);
                deviceContext.UnmapSubresource(VertexBuffer, 0);
                _changed = false;
            }

            // Set vertex buffer stride and offset.
            int stride = Utilities.SizeOf<TranslateShader.Vertex>(); //Gets or sets the stride between vertex elements in the buffer (in bytes).
            int offset = 0; //Gets or sets the offset from the start of the buffer of the first vertex to use (in bytes).
            deviceContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(VertexBuffer, stride, offset));
            deviceContext.InputAssembler.SetIndexBuffer(IndexBuffer, Format.R32_UInt, 0);
            deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
        }
开发者ID:ndech,项目名称:PlaneSimulator,代码行数:28,代码来源:Bitmap.cs

示例12: RenderSphereWireframeOnly

        public void RenderSphereWireframeOnly( DeviceContext deviceContext, Vector3 p, float radius, Vector3 color, Camera camera )
        {
            var databox = deviceContext.MapSubresource( mPositionVertexBuffer,
                                                        0,
                                                        NUM_VERTICES *
                                                        POSITION_NUM_COMPONENTS_PER_VERTEX *
                                                        POSITION_NUM_BYTES_PER_COMPONENT,
                                                        MapMode.WriteDiscard,
                                                        SlimDX.Direct3D11.MapFlags.None );

            var currentPoint = new Vector3();
            var furtherSouthPoint = new Vector3();
            var numVertices = 0;

            // northSouthTheta traces from north pole to south pole
            float northSouthTheta = (float)Math.PI / 2;

            for ( int i = 0; i <= NUM_LATITUDE_LINES; i++ )
            {
                float currentLatitudeRadius = (float)Math.Cos( northSouthTheta ) * radius;
                float nextLatitudeRadius = (float)Math.Cos( northSouthTheta + LATITUDE_STEP ) * radius;

                // eastWestTheta traces around each latitude line
                float eastWestTheta = 0;

                for ( int j = 0; j <= NUM_LONGITUDE_LINES; j++ )
                {
                    currentPoint.X = p.X + ( (float)Math.Cos( eastWestTheta ) * currentLatitudeRadius );
                    currentPoint.Y = p.Y + ( (float)Math.Sin( northSouthTheta ) * radius );
                    currentPoint.Z = p.Z + ( (float)Math.Sin( eastWestTheta ) * currentLatitudeRadius );

                    databox.Data.Write( currentPoint );
                    numVertices++;

                    furtherSouthPoint.X = p.X + ( (float)Math.Cos( eastWestTheta ) * nextLatitudeRadius );
                    furtherSouthPoint.Y = p.Y + ( (float)Math.Sin( northSouthTheta + LATITUDE_STEP ) * radius );
                    furtherSouthPoint.Z = p.Z + ( (float)Math.Sin( eastWestTheta ) * nextLatitudeRadius );

                    databox.Data.Write( furtherSouthPoint );
                    numVertices++;

                    eastWestTheta += LONGITUDE_STEP;
                }

                northSouthTheta += LATITUDE_STEP;
            }

            deviceContext.UnmapSubresource( mPositionVertexBuffer, 0 );

            deviceContext.InputAssembler.InputLayout = mRenderWireframeInputLayout;
            deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleStrip;
            deviceContext.InputAssembler.SetVertexBuffers( POSITION_SLOT,
                                                           new VertexBufferBinding( mPositionVertexBuffer,
                                                                                    POSITION_NUM_COMPONENTS_PER_VERTEX *
                                                                                    POSITION_NUM_BYTES_PER_COMPONENT,
                                                                                    0 ) );

            mEffect.GetVariableByName( "gTransform" ).AsMatrix().SetMatrix( camera.GetLookAtMatrix() * camera.GetProjectionMatrix() );
            mEffect.GetVariableByName( "gColor" ).AsVector().Set( color );

            mRenderWireframePass.Apply( deviceContext );
            deviceContext.Draw( numVertices, 0 );
        }
开发者ID:Rhoana,项目名称:Mojo,代码行数:63,代码来源:DebugRenderer.cs

示例13: Render

        public void Render(DeviceContext deviceContext, int indexCount, Matrix worldMatrix, Matrix viewMatrix, Matrix projectionMatrix, ShaderResourceView texture)
        {
            worldMatrix.Transpose();
            viewMatrix.Transpose();
            projectionMatrix.Transpose();
            // Lock the constant memory buffer so it can be written to.
            DataStream mappedResource;
            deviceContext.MapSubresource(ConstantMatrixBuffer, MapMode.WriteDiscard, SharpDX.Direct3D11.MapFlags.None, out mappedResource);

            // Copy the transposed matrices (because they are stored in column-major order on the GPU by default) into the constant buffer.
            var matrixBuffer = new MatrixBuffer
            {
                world = worldMatrix,
                view = viewMatrix,
                projection = projectionMatrix
            };
            mappedResource.Write(matrixBuffer);

            // Unlock the constant buffer.
            deviceContext.UnmapSubresource(ConstantMatrixBuffer, 0);

            // Set the position of the constant buffer in the vertex shader.
            const int bufferNumber = 0;

            // Finally set the constant buffer in the vertex shader with the updated values.
            deviceContext.VertexShader.SetConstantBuffer(bufferNumber, ConstantMatrixBuffer);

            // Set shader resource in the pixel shader.
            deviceContext.PixelShader.SetShaderResource(0, texture);

            // Set the vertex input layout.
            deviceContext.InputAssembler.InputLayout = Layout;

            // Set the vertex and pixel shaders that will be used to render this triangle.
            deviceContext.VertexShader.Set(VertexShader);
            deviceContext.PixelShader.Set(PixelShader);

            // Set the sampler state in the pixel shader.
            deviceContext.PixelShader.SetSampler(0, SamplerState);

            // Render the triangle.
            deviceContext.DrawIndexed(indexCount, 0, 0);
        }
开发者ID:ndech,项目名称:PlaneSimulator,代码行数:43,代码来源:TextureShader.cs

示例14: RenderQuadTexture3DOnly

        public void RenderQuadTexture3DOnly( DeviceContext deviceContext, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4, Vector3 t1, Vector3 t2, Vector3 t3, Vector3 t4, ShaderResourceView texture, Camera camera )
        {
            DataBox databox;

            databox = deviceContext.MapSubresource( mPositionVertexBuffer,
                                                    0,
                                                    QUAD_NUM_VERTICES *
                                                    POSITION_NUM_COMPONENTS_PER_VERTEX *
                                                    POSITION_NUM_BYTES_PER_COMPONENT,
                                                    MapMode.WriteDiscard,
                                                    SlimDX.Direct3D11.MapFlags.None );

            databox.Data.Write( p1 );
            databox.Data.Write( p4 );
            databox.Data.Write( p2 );
            databox.Data.Write( p3 );

            deviceContext.UnmapSubresource( mPositionVertexBuffer, 0 );

            databox = deviceContext.MapSubresource( mTexCoordVertexBuffer,
                                                    0,
                                                    QUAD_NUM_VERTICES *
                                                    TEXCOORD_NUM_COMPONENTS_PER_VERTEX *
                                                    TEXCOORD_NUM_BYTES_PER_COMPONENT,
                                                    MapMode.WriteDiscard,
                                                    SlimDX.Direct3D11.MapFlags.None );

            databox.Data.Write( t1 );
            databox.Data.Write( t4 );
            databox.Data.Write( t2 );
            databox.Data.Write( t3 );

            deviceContext.UnmapSubresource( mTexCoordVertexBuffer, 0 );

            deviceContext.InputAssembler.InputLayout = mRenderTexture3DInputLayout;
            deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleStrip;
            deviceContext.InputAssembler.SetVertexBuffers( POSITION_SLOT,
                                                           new VertexBufferBinding( mPositionVertexBuffer,
                                                                                    POSITION_NUM_COMPONENTS_PER_VERTEX *
                                                                                    POSITION_NUM_BYTES_PER_COMPONENT,
                                                                                    0 ) );
            deviceContext.InputAssembler.SetVertexBuffers( TEXCOORD_SLOT,
                                                           new VertexBufferBinding( mTexCoordVertexBuffer,
                                                                                    TEXCOORD_NUM_COMPONENTS_PER_VERTEX *
                                                                                    TEXCOORD_NUM_BYTES_PER_COMPONENT,
                                                                                    0 ) );

            mEffect.GetVariableByName( "gTexture3D" ).AsResource().SetResource( texture );
            mEffect.GetVariableByName( "gTransform" ).AsMatrix().SetMatrix( camera.GetLookAtMatrix() * camera.GetProjectionMatrix() );

            mRenderTexture3DPass.Apply( deviceContext );
            deviceContext.Draw( QUAD_NUM_VERTICES, 0 );
        }
开发者ID:Rhoana,项目名称:Mojo,代码行数:53,代码来源:DebugRenderer.cs

示例15: RenderQuadSolidOnly

        public void RenderQuadSolidOnly( DeviceContext deviceContext, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4, Vector3 color, Camera camera )
        {
            DataBox databox = deviceContext.MapSubresource( mPositionVertexBuffer,
                                                    0,
                                                    QUAD_NUM_VERTICES *
                                                    POSITION_NUM_COMPONENTS_PER_VERTEX *
                                                    POSITION_NUM_BYTES_PER_COMPONENT,
                                                    MapMode.WriteDiscard,
                                                    SlimDX.Direct3D11.MapFlags.None );

            databox.Data.Write( p1 );
            databox.Data.Write( p4 );
            databox.Data.Write( p2 );
            databox.Data.Write( p3 );

            deviceContext.UnmapSubresource( mPositionVertexBuffer, 0 );

            deviceContext.InputAssembler.InputLayout = mRenderSolidInputLayout;
            deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleStrip;
            deviceContext.InputAssembler.SetVertexBuffers( POSITION_SLOT,
                                                           new VertexBufferBinding( mPositionVertexBuffer,
                                                                                    POSITION_NUM_COMPONENTS_PER_VERTEX *
                                                                                    POSITION_NUM_BYTES_PER_COMPONENT,
                                                                                    0 ) );

            mEffect.GetVariableByName( "gTransform" ).AsMatrix().SetMatrix( camera.GetLookAtMatrix() * camera.GetProjectionMatrix() );
            mEffect.GetVariableByName( "gColor" ).AsVector().Set( color );

            mRenderSolidPass.Apply( deviceContext );
            deviceContext.Draw( QUAD_NUM_VERTICES, 0 );
        }
开发者ID:Rhoana,项目名称:Mojo,代码行数:31,代码来源:DebugRenderer.cs


注:本文中的DeviceContext.MapSubresource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。