当前位置: 首页>>代码示例>>C#>>正文


C# Resource.Map方法代码示例

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


在下文中一共展示了Resource.Map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: LoadAssets

        private void LoadAssets()
        {
            DescriptorRange[] ranges = new DescriptorRange[] { new DescriptorRange() { RangeType = DescriptorRangeType.ShaderResourceView, DescriptorCount = 1, OffsetInDescriptorsFromTableStart = int.MinValue, BaseShaderRegister = 0 } };

            StaticSamplerDescription sampler = new StaticSamplerDescription()
            {
                Filter = Filter.MinimumMinMagMipPoint,
                AddressU = TextureAddressMode.Border,
                AddressV = TextureAddressMode.Border,
                AddressW = TextureAddressMode.Border,
                MipLODBias = 0,
                MaxAnisotropy = 0,
                ComparisonFunc = Comparison.Never,
                BorderColor = StaticBorderColor.TransparentBlack,
                MinLOD = 0.0f,
                MaxLOD = float.MaxValue,
                ShaderRegister = 0,
                RegisterSpace = 0,
                ShaderVisibility = ShaderVisibility.Pixel,
            };

            RootParameter[] rootParameters = new RootParameter[] { new RootParameter(ShaderVisibility.Pixel, ranges) };

            RootSignatureDescription rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, rootParameters, new StaticSamplerDescription[] { sampler });
            rootSignature = device.CreateRootSignature(0, rootSignatureDesc.Serialize());

            // Create the pipeline state, which includes compiling and loading shaders.
            #if DEBUG
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
            #else
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0"));
            #endif

            #if DEBUG
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
            #else
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0"));
            #endif

            // Define the vertex input layout.
            InputElement[] inputElementDescs = new InputElement[]
            {
                    new InputElement("POSITION",0,Format.R32G32B32_Float,0,0),
                    new InputElement("TEXCOORD",0,Format.R32G32_Float,12,0)
            };

            // Describe and create the graphics pipeline state object (PSO).
            GraphicsPipelineStateDescription psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout = new InputLayoutDescription(inputElementDescs),
                RootSignature = rootSignature,
                VertexShader = vertexShader,
                PixelShader = pixelShader,
                RasterizerState = RasterizerStateDescription.Default(),
                BlendState = BlendStateDescription.Default(),
                DepthStencilFormat = SharpDX.DXGI.Format.D32_Float,
                DepthStencilState = new DepthStencilStateDescription() { IsDepthEnabled = false, IsStencilEnabled = false },
                SampleMask = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount = 1,
                Flags = PipelineStateFlags.None,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                StreamOutput = new StreamOutputDescription()
            };
            psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm;

            pipelineState = device.CreateGraphicsPipelineState(psoDesc);

            // Create the command list.
            commandList = device.CreateCommandList(CommandListType.Direct, commandAllocator, pipelineState);

            // Create the vertex buffer.
            float aspectRatio = viewport.Width / viewport.Height;

            // Define the geometry for a triangle.
            Vertex[] triangleVertices = new Vertex[]
            {
                    new Vertex() {position=new Vector3(0.0f, 0.25f * aspectRatio, 0.0f ),uv=new Vector2(0.5f, 0.0f) },
                    new Vertex() {position=new Vector3(0.25f, -0.25f * aspectRatio, 0.0f),uv=new Vector2(1.0f, 1.0f) },
                    new Vertex() {position=new Vector3(-0.25f, -0.25f * aspectRatio, 0.0f),uv=new Vector2(0.0f, 1.0f) },
            };

            int vertexBufferSize = Utilities.SizeOf(triangleVertices);

            // Note: using upload heaps to transfer static data like vert buffers is not
            // recommended. Every time the GPU needs it, the upload heap will be marshalled
            // over. Please read up on Default Heap usage. An upload heap is used here for
            // code simplicity and because there are very few verts to actually transfer.
            vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pVertexDataBegin = vertexBuffer.Map(0);
            Utilities.Write(pVertexDataBegin, triangleVertices, 0, triangleVertices.Length);
            vertexBuffer.Unmap(0);

            // Initialize the vertex buffer view.
            vertexBufferView = new VertexBufferView();
            vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress;
            vertexBufferView.StrideInBytes = Utilities.SizeOf<Vertex>();
            vertexBufferView.SizeInBytes = vertexBufferSize;
//.........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:HelloTexture.cs

示例2: BuildTerrainResouces

        private void BuildTerrainResouces()
        {
            float[] HeightMapData = new float[100 * 100];
            for (int i = 0; i < 100; i++)
                for (int j = 0; j < 100; j++)
                    HeightMapData[i * 100 + j] = Convert.ToSingle(Math.Cos(Math.PI * 2 * i) * Math.Sin(Math.PI * 2 * j));
            var Tex = Texture.LoadFromFile("../../", "Terrain.jpg");

            ResourceDescription HeighMapDesc = ResourceDescription.Texture2D(Format.R32_Float, 100, 100, 1);
            ResourceDescription TerrainTextureDesc = ResourceDescription.Texture2D(Tex[0].ColorFormat, Tex[0].Width, Tex[0].Height, 1);
            HeightMap = device.CreateCommittedResource(
                        new HeapProperties(HeapType.Upload),
                        HeapFlags.None,
                        HeighMapDesc,
                        ResourceStates.GenericRead, null);
            TerrainTexture = device.CreateCommittedResource(
                        new HeapProperties(HeapType.Upload),
                        HeapFlags.None,
                        HeighMapDesc,
                        ResourceStates.GenericRead, null);
            TerrainCBF = device.CreateCommittedResource(
                        new HeapProperties(HeapType.Upload),
                        HeapFlags.None,
                        ResourceDescription.Buffer(1024 * 64),
                        ResourceStates.GenericRead);

            GCHandle handle = GCHandle.Alloc(HeightMapData, GCHandleType.Pinned);
            IntPtr ptr = Marshal.UnsafeAddrOfPinnedArrayElement(HeightMapData, 0);
            HeightMap.WriteToSubresource(0, null, ptr, 100 * 4, HeightMapData.Length);
            handle.Free();

            handle = GCHandle.Alloc(Tex[0].Data, GCHandleType.Pinned);
            ptr = Marshal.UnsafeAddrOfPinnedArrayElement(Tex[0].Data, 0);
            TerrainTexture.WriteToSubresource(0, null, ptr, Tex[0].Width * Tex[0].PixelWdith, Tex[0].Data.Length);
            handle.Free();

            device.CreateShaderResourceView(
             HeightMap,
             new ShaderResourceViewDescription
             {
                 Shader4ComponentMapping = ((((0) & 0x7) | (((1) & 0x7) << 3) | (((2) & 0x7) << (3 * 2)) | (((3) & 0x7) << (3 * 3)) | (1 << (3 * 4)))),
                 Format = HeighMapDesc.Format,
                 Dimension = ShaderResourceViewDimension.Texture2D,
                 Texture2D =
                 {
                     MipLevels = 1,
                     MostDetailedMip = 0,
                     PlaneSlice = 0,
                     ResourceMinLODClamp = 0.0f
                 }
             },
             terrainHeap.CPUDescriptorHandleForHeapStart);

            device.CreateShaderResourceView(
             TerrainTexture,
             new ShaderResourceViewDescription
             {
                 Shader4ComponentMapping = ((((0) & 0x7) | (((1) & 0x7) << 3) | (((2) & 0x7) << (3 * 2)) | (((3) & 0x7) << (3 * 3)) | (1 << (3 * 4)))),
                 Format = HeighMapDesc.Format,
                 Dimension = ShaderResourceViewDimension.Texture2D,
                 Texture2D =
                 {
                     MipLevels = 1,
                     MostDetailedMip = 0,
                     PlaneSlice = 0,
                     ResourceMinLODClamp = 0.0f
                 }
             },
             terrainHeap.CPUDescriptorHandleForHeapStart +
              device.GetDescriptorHandleIncrementSize(DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView));

            //==========
            TerrainCBF = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(1024 * 64), ResourceStates.GenericRead);
            device.CreateConstantBufferView(
                new ConstantBufferViewDescription()
                {
                    BufferLocation = TerrainCBF.GPUVirtualAddress,
                    SizeInBytes = (Utilities.SizeOf<ConstantBufferData>() + 255) & ~255
                },
                 terrainHeap.CPUDescriptorHandleForHeapStart +
              device.GetDescriptorHandleIncrementSize(DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView) * 2);

            TerrainCBFData = new ConstantBufferData
            {
                World = Matrix.Identity,
                View = Matrix.Identity,
                Project = Matrix.Identity,
                TexsCount = 1
            };

            TerrainCBFPointer = TerrainCBF.Map(0);

            Vertex[] TerrainVertex = new Vertex[100 * 100];
            for (int i = 0; i < 100; i++)
                for (int j = 0; j < 100; j++)
                {
                    TerrainVertex[i * 100 + j].Position = new Vector3(i, 0, j);
                    TerrainVertex[i * 100 + j].TexCoord = new Vector2(i/2 == 0? 0 : 1, j/2==0? 0 : 1);
                }
            TerrainVertexBuffer = device.CreateCommittedResource(
//.........这里部分代码省略.........
开发者ID:dtysky,项目名称:TearsOfTimes-MinecraftRemake,代码行数:101,代码来源:ModelRender.cs

示例3: LoadAssets

        private void LoadAssets()
        {
            // Create an empty root signature.
            var rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout);
            rootSignature = device.CreateRootSignature(rootSignatureDesc.Serialize());

            // Create the pipeline state, which includes compiling and loading shaders.

            #if DEBUG
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("shaders.hlsl"), "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
            #else
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0"));
            #endif

            #if DEBUG
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("shaders.hlsl"), "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
            #else
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0"));
            #endif

            // Define the vertex input layout.
            var inputElementDescs = new []
            {
                    new InputElement("POSITION",0,Format.R32G32B32_Float,0,0),
                    new InputElement("COLOR",0,Format.R32G32B32A32_Float,12,0)
            };

            // Describe and create the graphics pipeline state object (PSO).
            var psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout = new InputLayoutDescription(inputElementDescs),
                RootSignature = rootSignature,
                VertexShader = vertexShader,
                PixelShader = pixelShader,
                RasterizerState = RasterizerStateDescription.Default(),
                BlendState = BlendStateDescription.Default(),
                DepthStencilFormat = SharpDX.DXGI.Format.D32_Float,
                DepthStencilState = new DepthStencilStateDescription() { IsDepthEnabled = false, IsStencilEnabled = false },
                SampleMask = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount = 1,
                Flags = PipelineStateFlags.None,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                StreamOutput = new StreamOutputDescription()
            };
            psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm;

            pipelineState = device.CreateGraphicsPipelineState(psoDesc);

            // Create the command list.
            commandList = device.CreateCommandList(CommandListType.Direct, commandAllocator, pipelineState);

            // Command lists are created in the recording state, but there is nothing
            // to record yet. The main loop expects it to be closed, so close it now.
            commandList.Close();

            // Create the vertex buffer.
            float aspectRatio = viewport.Width / viewport.Height;

            // Define the geometry for a triangle.
            var triangleVertices = new []
            {
                    new Vertex() {Position=new Vector3(0.0f, 0.25f * aspectRatio, 0.0f ),Color=new Vector4(1.0f, 0.0f, 0.0f, 1.0f ) },
                    new Vertex() {Position=new Vector3(0.25f, -0.25f * aspectRatio, 0.0f),Color=new Vector4(0.0f, 1.0f, 0.0f, 1.0f) },
                    new Vertex() {Position=new Vector3(-0.25f, -0.25f * aspectRatio, 0.0f),Color=new Vector4(0.0f, 0.0f, 1.0f, 1.0f ) },
            };

            int vertexBufferSize = Utilities.SizeOf(triangleVertices);

            // Note: using upload heaps to transfer static data like vert buffers is not
            // recommended. Every time the GPU needs it, the upload heap will be marshalled
            // over. Please read up on Default Heap usage. An upload heap is used here for
            // code simplicity and because there are very few verts to actually transfer.
            vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pVertexDataBegin = vertexBuffer.Map(0);
            Utilities.Write(pVertexDataBegin, triangleVertices, 0, triangleVertices.Length);
            vertexBuffer.Unmap(0);

            // Initialize the vertex buffer view.
            vertexBufferView = new VertexBufferView();
            vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress;
            vertexBufferView.StrideInBytes = Utilities.SizeOf<Vertex>();
            vertexBufferView.SizeInBytes = vertexBufferSize;

            // Create and record the bundle.
            bundle = device.CreateCommandList(0, CommandListType.Bundle, bundleAllocator, pipelineState);
            bundle.SetGraphicsRootSignature(rootSignature);
            bundle.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.TriangleList;
            bundle.SetVertexBuffer(0, vertexBufferView);
            bundle.DrawInstanced(3, 1, 0, 0);
            bundle.Close();

            // Create synchronization objects.
            {
                fence = device.CreateFence(0, FenceFlags.None);
                fenceValue = 1;

                // Create an event handle to use for frame synchronization.
//.........这里部分代码省略.........
开发者ID:PavelBrokhman,项目名称:SharpDX-Samples,代码行数:101,代码来源:HelloBundles.cs

示例4: BuildModelResources

        private void BuildModelResources()
        {
            constantBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(1024 * 64), ResourceStates.GenericRead);

            var cbDesc = new ConstantBufferViewDescription()
            {
                BufferLocation = constantBuffer.GPUVirtualAddress,
                SizeInBytes = (Utilities.SizeOf<ConstantBufferData>() + 255) & ~255
            };
            device.CreateConstantBufferView(cbDesc, shaderRenderViewHeap.CPUDescriptorHandleForHeapStart);

            constantBufferData = new ConstantBufferData
            {
                World = Matrix.Identity,
                View = Matrix.Identity,
                Project = Matrix.Identity,
                TexsCount = 1
            };

            constantBufferPointer = constantBuffer.Map(0);
            Utilities.Write(constantBufferPointer, ref constantBufferData);

            //build mesh controll buffer

            meshCtrBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(1024 * 64), ResourceStates.GenericRead);

            cbDesc = new ConstantBufferViewDescription()
            {
                BufferLocation = meshCtrBuffer.GPUVirtualAddress,
                SizeInBytes = (Utilities.SizeOf<MeshCtrBufferData>() + 255) & ~255
            };
            device.CreateConstantBufferView(cbDesc, meshCtrBufferViewHeap.CPUDescriptorHandleForHeapStart);

            meshCtrBufferData = new MeshCtrBufferData
            {
                TexsCount = 1
            };

            meshCtrBufferPointer = meshCtrBuffer.Map(0);
            Utilities.Write(meshCtrBufferPointer, ref meshCtrBufferData);

            //model test
            var modePath = "../../models/MikuDeepSea/";
            Model model = Model.LoadFromFile(modePath + "DeepSeaGirl.x");

            Vertex[] triangleVertices;
            int[] triangleIndexes;
            List<Texture> texs;
            byte[] textureData;
            GCHandle handle;
            IntPtr ptr;
            ResourceDescription textureDesc;
            //int viewStep = 0;
            int viewStep = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView);
            bufferViews = new List<BufferView>();

            foreach (ModelComponent m in model.Components)
            {
                if (m.TexturePath != null)
                {
                    texs = Texture.LoadFromFile(modePath, m.TexturePath);
                }
                else
                {
                    continue;
                    //texs = Texture.LoadFromFile(modePath, "tex/jacket.png");
                }

                int texsCount = 0;
                foreach (Texture tex in texs)
                {
                    textureData = tex.Data;
                    textureDesc = ResourceDescription.Texture2D(tex.ColorFormat, tex.Width, tex.Height, 1, 1, 1, 0, ResourceFlags.None, TextureLayout.Unknown, 0);
                    // Create the texture.
                    // Describe and create a Texture2D.
                    texture = device.CreateCommittedResource(
                        new HeapProperties(HeapType.Upload),
                        HeapFlags.None,
                        textureDesc,
                        ResourceStates.GenericRead, null);

                    // Copy data to the intermediate upload heap and then schedule a copy
                    // from the upload heap to the Texture2D.

                    handle = GCHandle.Alloc(textureData, GCHandleType.Pinned);
                    ptr = Marshal.UnsafeAddrOfPinnedArrayElement(textureData, 0);
                    texture.WriteToSubresource(0, null, ptr, tex.Width * tex.PixelWdith, textureData.Length);
                    handle.Free();

                    // Describe and create a SRV for the texture.
                    device.CreateShaderResourceView(
                        texture,
                        new ShaderResourceViewDescription
                        {
                            Shader4ComponentMapping = ((((0) & 0x7) | (((1) & 0x7) << 3) | (((2) & 0x7) << (3 * 2)) | (((3) & 0x7) << (3 * 3)) | (1 << (3 * 4)))),
                            Format = textureDesc.Format,
                            Dimension = ShaderResourceViewDimension.Texture2D,
                            Texture2D =
                            {
                                MipLevels = 1,
//.........这里部分代码省略.........
开发者ID:dtysky,项目名称:TearsOfTimes-MinecraftRemake,代码行数:101,代码来源:ModelRender.cs

示例5: LoadAssets

        private void LoadAssets()
        {
            DescriptorRange[] ranges = new DescriptorRange[] { new DescriptorRange() { RangeType = DescriptorRangeType.ConstantBufferView, BaseShaderRegister = 0, OffsetInDescriptorsFromTableStart = int.MinValue, DescriptorCount = 1 } };
            RootParameter parameter = new RootParameter(ShaderVisibility.Vertex, ranges);

            // Create an empty root signature.
            RootSignatureDescription rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, new RootParameter[] { parameter });
            rootSignature = device.CreateRootSignature(rootSignatureDesc.Serialize());

            // Create the pipeline state, which includes compiling and loading shaders.
            #if DEBUG
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
            #else
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0"));
            #endif

            #if DEBUG
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
            #else
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0"));
            #endif

            // Define the vertex input layout.
            InputElement[] inputElementDescs = new InputElement[]
            {
                    new InputElement("POSITION",0,Format.R32G32B32_Float,0,0),
                    new InputElement("COLOR",0,Format.R32G32B32A32_Float,12,0)
            };

            // Describe and create the graphics pipeline state object (PSO).
            GraphicsPipelineStateDescription psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout = new InputLayoutDescription(inputElementDescs),
                RootSignature = rootSignature,
                VertexShader = vertexShader,
                PixelShader = pixelShader,
                RasterizerState = RasterizerStateDescription.Default(),
                BlendState = BlendStateDescription.Default(),
                DepthStencilFormat = SharpDX.DXGI.Format.D32_Float,
                DepthStencilState = new DepthStencilStateDescription() { IsDepthEnabled = false, IsStencilEnabled = false },
                SampleMask = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount = 1,
                Flags = PipelineStateFlags.None,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                StreamOutput = new StreamOutputDescription()
            };
            psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm;

            pipelineState = device.CreateGraphicsPipelineState(psoDesc);

            // Create the command list.
            commandList = device.CreateCommandList(CommandListType.Direct, commandAllocator, pipelineState);

            // Create the vertex buffer.
            float aspectRatio = viewport.Width / viewport.Height;

            // Define the geometry for a triangle.
            Vertex[] triangleVertices = new Vertex[]
            {
                    new Vertex() {position=new Vector3(0.0f, 0.25f * aspectRatio, 0.0f ),color=new Vector4(1.0f, 0.0f, 0.0f, 1.0f ) },
                    new Vertex() {position=new Vector3(0.25f, -0.25f * aspectRatio, 0.0f),color=new Vector4(0.0f, 1.0f, 0.0f, 1.0f) },
                    new Vertex() {position=new Vector3(-0.25f, -0.25f * aspectRatio, 0.0f),color=new Vector4(0.0f, 0.0f, 1.0f, 1.0f ) },
            };

            int vertexBufferSize = Utilities.SizeOf(triangleVertices);

            // Note: using upload heaps to transfer static data like vert buffers is not
            // recommended. Every time the GPU needs it, the upload heap will be marshalled
            // over. Please read up on Default Heap usage. An upload heap is used here for
            // code simplicity and because there are very few verts to actually transfer.
            vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pVertexDataBegin = vertexBuffer.Map(0);
            Utilities.Write(pVertexDataBegin, triangleVertices, 0, triangleVertices.Length);
            vertexBuffer.Unmap(0);

            // Initialize the vertex buffer view.
            vertexBufferView = new VertexBufferView();
            vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress;
            vertexBufferView.StrideInBytes = Utilities.SizeOf<Vertex>();
            vertexBufferView.SizeInBytes = vertexBufferSize;

            // Command lists are created in the recording state, but there is nothing
            // to record yet. The main loop expects it to be closed, so close it now.
            commandList.Close();

            constantBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(1024 * 64), ResourceStates.GenericRead);

            //// Describe and create a constant buffer view.
            ConstantBufferViewDescription cbvDesc = new ConstantBufferViewDescription()
            {
                BufferLocation = constantBuffer.GPUVirtualAddress,
                SizeInBytes = (Utilities.SizeOf<ConstantBuffer>() + 255) & ~255
            };
            device.CreateConstantBufferView(cbvDesc, constantBufferViewHeap.CPUDescriptorHandleForHeapStart);

            // Initialize and map the constant buffers. We don't unmap this until the
            // app closes. Keeping things mapped for the lifetime of the resource is okay.
//.........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:HelloConstBuffers.cs

示例6: LoadAssets


//.........这里部分代码省略.........
                new Vertex(new Vector3(5,-5,5),new Vector4(1,0,1,1)),
                new Vertex(new Vector3(5,-5,-5),new Vector4(1,0,1,1)),
                new Vertex(new Vector3(-5,-5,-5),new Vector4(1,0,1,1)),
                //LEFT
                new Vertex(new Vector3(-5,-5,5),new Vector4(1,0,0,1)),
                new Vertex(new Vector3(-5,5,5),new Vector4(1,0,0,1)),
                new Vertex(new Vector3(-5,5,-5),new Vector4(1,0,0,1)),
                new Vertex(new Vector3(-5,-5,-5),new Vector4(1,0,0,1)),
                //RIGHT
                new Vertex(new Vector3(5,-5,5),new Vector4(1,1,0,1)),
                new Vertex(new Vector3(5,5,5),new Vector4(1,1,0,1)),
                new Vertex(new Vector3(5,5,-5),new Vector4(1,1,0,1)),
                new Vertex(new Vector3(5,-5,-5),new Vector4(1,1,0,1)),
                //FRONT
                new Vertex(new Vector3(-5,5,5),new Vector4(0,1,1,1)),
                new Vertex(new Vector3(5,5,5),new Vector4(0,1,1,1)),
                new Vertex(new Vector3(5,-5,5),new Vector4(0,1,1,1)),
                new Vertex(new Vector3(-5,-5,5),new Vector4(0,1,1,1)),
                //BACK
                new Vertex(new Vector3(-5,5,-5),new Vector4(0,0,1,1)),
                new Vertex(new Vector3(5,5,-5),new Vector4(0,0,1,1)),
                new Vertex(new Vector3(5,-5,-5),new Vector4(0,0,1,1)),
                new Vertex(new Vector3(-5,-5,-5),new Vector4(0,0,1,1))
            };

            int vertexBufferSize = Utilities.SizeOf(vertices);

            // Note: using upload heaps to transfer static data like vert buffers is not
            // recommended. Every time the GPU needs it, the upload heap will be marshalled
            // over. Please read up on Default Heap usage. An upload heap is used here for
            // code simplicity and because there are very few verts to actually transfer.
            vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pVertexDataBegin = vertexBuffer.Map(0);
            Utilities.Write(pVertexDataBegin, vertices, 0, vertices.Length);
            vertexBuffer.Unmap(0);

            // Initialize the vertex buffer view.
            vertexBufferView = new VertexBufferView();
            vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress;
            vertexBufferView.StrideInBytes = Utilities.SizeOf<Vertex>();
            vertexBufferView.SizeInBytes = vertexBufferSize;

            //Create Index Buffer
            //Indices
            int[] indices = new int[]
            {
                0,1,2,0,2,3,
                4,6,5,4,7,6,
                8,9,10,8,10,11,
                12,14,13,12,15,14,
                16,18,17,16,19,18,
                20,21,22,20,22,23
            };
            int indexBufferSize = Utilities.SizeOf(indices);

            indexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(indexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pIndexDataBegin = indexBuffer.Map(0);
            Utilities.Write(pIndexDataBegin, indices, 0, indices.Length);
            indexBuffer.Unmap(0);

            // Initialize the index buffer view.
            indexBufferView = new IndexBufferView();
            indexBufferView.BufferLocation = indexBuffer.GPUVirtualAddress;
            indexBufferView.Format = Format.R32_UInt;
            indexBufferView.SizeInBytes = indexBufferSize;

            //constant Buffer for each cubes
            constantBufferViewHeap = device.CreateDescriptorHeap(new DescriptorHeapDescription()
            {
                DescriptorCount = NumCubes,
                Type = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView,
                Flags = DescriptorHeapFlags.ShaderVisible
            });

            int constantBufferSize = (Utilities.SizeOf<Transform>() + 255) & ~255;
            constantBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(constantBufferSize * NumCubes), ResourceStates.GenericRead);
            constantBufferDescriptorSize = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView);

            //First cube
            ConstantBufferViewDescription cbvDesc = new ConstantBufferViewDescription()
            {
                BufferLocation = constantBuffer.GPUVirtualAddress,
                SizeInBytes = constantBufferSize
            };

            CpuDescriptorHandle cbHandleHeapStart = constantBufferViewHeap.CPUDescriptorHandleForHeapStart;

            for (int i = 0; i < NumCubes; i++)
            {
                device.CreateConstantBufferView(cbvDesc, cbHandleHeapStart);
                cbvDesc.BufferLocation += Utilities.SizeOf<Transform>();
                cbHandleHeapStart += constantBufferDescriptorSize;
            }

            InitBundles();
        }
开发者ID:RobyDX,项目名称:SharpDX_D3D12HelloWorld,代码行数:101,代码来源:HelloDepthBuffer.cs

示例7: LoadMesh

        private void LoadMesh(CpuDescriptorHandle heapStart)
        {
            SamplerStateDescription samplerDesc = new SamplerStateDescription()
            {
                Filter = Filter.ComparisonMinMagMipLinear,
                AddressU = TextureAddressMode.Wrap,
                AddressV = TextureAddressMode.Wrap,
                AddressW = TextureAddressMode.Wrap,
                MinimumLod = float.MinValue,
                MaximumLod = float.MaxValue,
                MipLodBias = 0,
                MaximumAnisotropy = 0,
                ComparisonFunction = Comparison.Never

            };
            var heapPosition = heapStart;

            // Load model from obj.
            var importer = new Assimp.AssimpContext();
            var scene = importer.ImportFile(@"../../../Models/lara/lara.obj", PostProcessSteps.GenerateSmoothNormals | PostProcessSteps.FlipUVs | PostProcessSteps.PreTransformVertices);

            Vertex[] vertices = new Vertex[scene.Meshes.Sum(m => m.VertexCount)];
            int[] indices = new int[scene.Meshes.Sum(m => m.FaceCount * 3)];
            faceCounts = new List<int>();

            int vertexOffSet = 0;
            int indexOffSet = 0;
            foreach (var mesh in scene.Meshes)
            {
                var positions = mesh.Vertices;
                var normals = mesh.Normals;
                var texs = mesh.TextureCoordinateChannels[0];
                for (int i = 0; i < mesh.VertexCount; i++)
                {
                    vertices[vertexOffSet + i] = new Vertex()
                    {
                        position = new Vector3(positions[i].X, positions[i].Y, positions[i].Z),
                        normal = new Vector3(normals[i].X, normals[i].Y, normals[i].Z),
                        textureCoordinate = new Vector3(texs[i].X, texs[i].Y, texs[i].Z)
                    };
                }

                var faces = mesh.Faces;
                for (int i = 0; i < mesh.FaceCount; i++)
                {
                    indices[i * 3 + indexOffSet] = (int)faces[i].Indices[0] + vertexOffSet;
                    indices[i * 3 + 1 + indexOffSet] = (int)faces[i].Indices[1] + vertexOffSet;
                    indices[i * 3 + 2 + indexOffSet] = (int)faces[i].Indices[2] + vertexOffSet;
                }

                faceCounts.Add(mesh.FaceCount * 3);
                vertexOffSet += mesh.VertexCount;
                indexOffSet += mesh.FaceCount * 3;

                string textureName = System.IO.Path.GetFileName(scene.Materials[mesh.MaterialIndex].TextureDiffuse.FilePath);
                var texResource = TextureUtilities.CreateTextureFromDDS(device, @"../../../Models/lara/" + textureName);
                textures.Add(texResource);

                int D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING = 5768;
                ShaderResourceViewDescription desc = new ShaderResourceViewDescription
                {
                    Dimension = ShaderResourceViewDimension.Texture2D,
                    Format = texResource.Description.Format,
                    Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
                };
                desc.Texture2D.MipLevels = 1;
                desc.Texture2D.MostDetailedMip = 0;
                desc.Texture2D.ResourceMinLODClamp = 0;

                device.CreateShaderResourceView(texResource, desc, heapStart);
                heapStart += constantBufferDescriptorSize;
            }

            int vertexBufferSize = Utilities.SizeOf(vertices);

            // Note: using upload heaps to transfer static data like vert buffers is not
            // recommended. Every time the GPU needs it, the upload heap will be marshalled
            // over. Please read up on Default Heap usage. An upload heap is used here for
            // code simplicity and because there are very few verts to actually transfer.
            vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pVertexDataBegin = vertexBuffer.Map(0);
            Utilities.Write(pVertexDataBegin, vertices, 0, vertices.Length);
            vertexBuffer.Unmap(0);

            // Initialize the vertex buffer view.
            vertexBufferView = new VertexBufferView();
            vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress;
            vertexBufferView.StrideInBytes = Utilities.SizeOf<Vertex>();
            vertexBufferView.SizeInBytes = vertexBufferSize;

            //Create Index Buffer
            int indexBufferSize = Utilities.SizeOf(indices);
            indexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(indexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pIndexDataBegin = indexBuffer.Map(0);
            Utilities.Write(pIndexDataBegin, indices, 0, indices.Length);
            indexBuffer.Unmap(0);
//.........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:HelloMesh.cs

示例8: LoadAssets


//.........这里部分代码省略.........
                new Vertex() {Position = new Vector3(1f , 1f , 1f) , TexCoord = new Vector2(0f ,1f)} ,
                new Vertex() {Position = new Vector3(1f , 1f ,-1f) , TexCoord = new Vector2(0f ,0f)} ,
                new Vertex() {Position = new Vector3(-1f , 1f ,-1f) , TexCoord = new Vector2(1f ,0f)} ,
                //BOTTOM
                new Vertex() {Position = new Vector3(-1f ,-1f , 1f) , TexCoord = new Vector2(1f ,1f)} ,
                new Vertex() {Position = new Vector3(1f ,-1f , 1f) , TexCoord = new Vector2(0f ,1f)} ,
                new Vertex() {Position = new Vector3(1f ,-1f ,-1f) , TexCoord = new Vector2(0f ,0f)} ,
                new Vertex() {Position = new Vector3(-1f ,-1f ,-1f) , TexCoord = new Vector2(1f ,0f)} ,
                //LEFT
                new Vertex() {Position = new Vector3(-1f ,-1f , 1f) , TexCoord = new Vector2(0f ,1f)} ,
                new Vertex() {Position = new Vector3(-1f , 1f , 1f) , TexCoord = new Vector2(0f ,0f)} ,
                new Vertex() {Position = new Vector3(-1f , 1f ,-1f) , TexCoord = new Vector2(1f ,0f)} ,
                new Vertex() {Position = new Vector3(-1f ,-1f ,-1f) , TexCoord = new Vector2(1f ,1f)} ,
                //RIGHT
                new Vertex() {Position = new Vector3(1f ,-1f , 1f) , TexCoord = new Vector2(1f ,1f)} ,
                new Vertex() {Position = new Vector3(1f , 1f , 1f) , TexCoord = new Vector2(1f ,0f)} ,
                new Vertex() {Position = new Vector3(1f , 1f ,-1f) , TexCoord = new Vector2(0f ,0f)} ,
                new Vertex() {Position = new Vector3(1f ,-1f ,-1f) , TexCoord = new Vector2(0f ,1f)} ,
                //FRONT
                new Vertex() {Position = new Vector3(-1f , 1f , 1f) , TexCoord = new Vector2(1f ,0f)} ,
                new Vertex() {Position = new Vector3(1f , 1f , 1f) , TexCoord = new Vector2(0f ,0f)} ,
                new Vertex() {Position = new Vector3(1f ,-1f , 1f) , TexCoord = new Vector2(0f ,1f)} ,
                new Vertex() {Position = new Vector3(-1f ,-1f , 1f) , TexCoord = new Vector2(1f ,1f)} ,
                //BACK
                new Vertex() {Position = new Vector3(-1f , 1f ,-1f) , TexCoord = new Vector2(0f ,0f)} ,
                new Vertex() {Position = new Vector3(1f , 1f ,-1f) , TexCoord = new Vector2(1f ,0f)} ,
                new Vertex() {Position = new Vector3(1f ,-1f ,-1f) , TexCoord = new Vector2(1f ,1f)} ,
                new Vertex() {Position = new Vector3(-1f ,-1f ,-1f) , TexCoord = new Vector2(0f ,1f)}
            };

            int vertexBufferSize = Utilities.SizeOf(triangleVertices);

            vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead);
            IntPtr pVertexDataBegin = vertexBuffer.Map(0);
            Utilities.Write(pVertexDataBegin, triangleVertices, 0, triangleVertices.Length);
            vertexBuffer.Unmap(0);

            vertexBufferView = new VertexBufferView();
            vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress;
            vertexBufferView.StrideInBytes = Utilities.SizeOf<Vertex>();
            vertexBufferView.SizeInBytes = vertexBufferSize;

            // build index buffer

            var triangleIndexes = new uint[]
            {
                0,1,2,
                0,2,3,

                4,6,5,
                4,7,6,

                8,9,10,
                8,10,11,

                12,14,13,
                12,15,14,

                16,18,17,
                16,19,18,

                20,21,22,
                20,22,23
            };

            int indexBufferSize = Utilities.SizeOf(triangleIndexes);
开发者ID:dtysky,项目名称:TearsOfTimes-MinecraftRemake,代码行数:67,代码来源:CubeRender.cs


注:本文中的Resource.Map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。