本文整理汇总了C#中DeviceContext.SetBufferData方法的典型用法代码示例。如果您正苦于以下问题:C# DeviceContext.SetBufferData方法的具体用法?C# DeviceContext.SetBufferData怎么用?C# DeviceContext.SetBufferData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.SetBufferData方法的2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 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;
}
示例2: Initialize
//.........这里部分代码省略.........
// 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
var view = Matrix.LookAtLH(from, to, Vector3.UnitY);
_projectionCube = Matrix.PerspectiveFovLH(MathUtil.PiOverTwo, 1.0f, 1f, 10000.0f);
_projection = Matrix.PerspectiveFovLH(MathUtil.Pi / 3.0f, Width / (float) Height, 1f, 10000.0f);
_viewProjectionCube = Matrix.Multiply(view, _projectionCube);
_viewProjection = Matrix.Multiply(view, _projection);
var pixelShaderData = new PixelShaderData
{
LightDirection = new Vector4(Vector3.Normalize(new Vector3(0.5f, 0, -1)), 1),
EyePosition = new Vector4(from, 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);
return swapChainPresenter.Bitmap;
}