本文整理汇总了C#中Texture2D.UnMap方法的典型用法代码示例。如果您正苦于以下问题:C# Texture2D.UnMap方法的具体用法?C# Texture2D.UnMap怎么用?C# Texture2D.UnMap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Texture2D
的用法示例。
在下文中一共展示了Texture2D.UnMap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: ComputeBRDFIntegral
unsafe void ComputeBRDFIntegral( System.IO.FileInfo _TableFileName, uint _TableSize ) {
// ComputeShader CS = new ComputeShader( m_Device, new System.IO.FileInfo( "Shaders/ComputeBRDFIntegral.hlsl" ), "CS", new ShaderMacro[0] );
ComputeShader CS = new ComputeShader( m_Device, new System.IO.FileInfo( "Shaders/ComputeBRDFIntegral.hlsl" ), "CS", new ShaderMacro[] { new ShaderMacro( "IMPORTANCE_SAMPLING", "1" ) } );
Texture2D TexTable = new Texture2D( m_Device, _TableSize, _TableSize, 1, 1, PIXEL_FORMAT.RG32_FLOAT, false, true, null );
TexTable.SetCSUAV( 0 );
CS.Use();
CS.Dispatch( _TableSize >> 4, _TableSize >> 4, 1 );
CS.Dispose();
string DDSFileName = System.IO.Path.GetFileNameWithoutExtension( _TableFileName.FullName ) + ".dds";
// DirectXTexManaged.TextureCreator.CreateDDS( DDSFileName, TexTable );
throw new Exception( "Deprecated!" );
Texture2D TexTableStaging = new Texture2D( m_Device, _TableSize, _TableSize, 1, 1, PIXEL_FORMAT.RG32_FLOAT, true, false, null );
TexTableStaging.CopyFrom( TexTable );
TexTable.Dispose();
// Write tables
float2 Temp = new float2();
float F0_analytical;
float ambient_analytical;
float maxAbsoluteError_F0 = 0.0f;
float maxRelativeError_F0 = 0.0f;
float avgAbsoluteError_F0 = 0.0f;
float avgRelativeError_F0 = 0.0f;
float maxAbsoluteError_ambient = 0.0f;
float maxRelativeError_ambient = 0.0f;
float avgAbsoluteError_ambient = 0.0f;
float avgRelativeError_ambient = 0.0f;
float2[] Integral_SpecularReflectance = new float2[_TableSize];
PixelsBuffer Buff = TexTableStaging.Map( 0, 0 );
using ( System.IO.BinaryReader R = Buff.OpenStreamRead() )
using ( System.IO.FileStream S = _TableFileName.Create() )
using ( System.IO.BinaryWriter W = new System.IO.BinaryWriter( S ) )
for ( int Y=0; Y < _TableSize; Y++ ) {
float2 SumSpecularlyReflected = float2.Zero;
for ( int X=0; X < _TableSize; X++ ) {
Temp.x = R.ReadSingle();
Temp.y = R.ReadSingle();
W.Write( Temp.x );
W.Write( Temp.y );
SumSpecularlyReflected.x += Temp.x;
SumSpecularlyReflected.y += Temp.y;
// Check analytical solution
float NdotV = (float) X / (_TableSize-1);
float roughness = (float) Y / (_TableSize-1);
AnalyticalBRDFIntegral_Order3( NdotV, roughness, out F0_analytical, out ambient_analytical );
// AnalyticalBRDFIntegral_Order2( NdotV, roughness, out F0_analytical, out ambient_analytical );
float absoluteError_F0 = Math.Abs( F0_analytical - Temp.x );
float relativeError_F0 = F0_analytical > 1e-6f ? Temp.x / F0_analytical : 0.0f;
maxAbsoluteError_F0 = Math.Max( maxAbsoluteError_F0, absoluteError_F0 );
maxRelativeError_F0 = Math.Max( maxRelativeError_F0, relativeError_F0 );
avgAbsoluteError_F0 += absoluteError_F0;
avgRelativeError_F0 += relativeError_F0;
float absoluteError_ambient = Math.Abs( ambient_analytical - Temp.y );
float relativeError_ambient = ambient_analytical > 1e-6f ? Temp.x / ambient_analytical : 0.0f;
maxAbsoluteError_ambient = Math.Max( maxAbsoluteError_ambient, absoluteError_ambient );
maxRelativeError_ambient = Math.Max( maxRelativeError_ambient, relativeError_ambient );
avgAbsoluteError_ambient += absoluteError_ambient;
avgRelativeError_ambient += relativeError_ambient;
}
// Normalize and store "not specularly reflected" light
SumSpecularlyReflected = SumSpecularlyReflected / _TableSize;
float sum_dielectric = 1.0f - (0.04f * SumSpecularlyReflected.x + SumSpecularlyReflected.y);
float sum_metallic = 1.0f - (SumSpecularlyReflected.x + SumSpecularlyReflected.y);
Integral_SpecularReflectance[Y] = SumSpecularlyReflected;
}
TexTableStaging.UnMap( 0, 0 );
avgAbsoluteError_F0 /= _TableSize*_TableSize;
avgRelativeError_F0 /= _TableSize*_TableSize;
avgAbsoluteError_ambient /= _TableSize*_TableSize;
avgRelativeError_ambient /= _TableSize*_TableSize;
string TotalSpecularReflectionTableFileName = System.IO.Path.GetFileNameWithoutExtension( _TableFileName.FullName ) + ".table";
using ( System.IO.FileStream S = new System.IO.FileInfo( TotalSpecularReflectionTableFileName ).Create() )
using ( System.IO.BinaryWriter W = new System.IO.BinaryWriter( S ) )
for ( int i=0; i < _TableSize; i++ ) {
W.Write( Integral_SpecularReflectance[i].x );
W.Write( Integral_SpecularReflectance[i].y );
}
}
示例2: HistogramTexture2Array
/// <summary>
/// Reads back a lobe texture histogram into an array
/// </summary>
/// <param name="_texHistogram_CPU"></param>
/// <param name="_scatteringOrder"></param>
/// <returns></returns>
public static double[,] HistogramTexture2Array( Texture2D _texHistogram_CPU, int _scatteringOrder )
{
int scattMin = _scatteringOrder-1; // Because scattering order 1 is actually stored in first slice of the texture array
int scattMax = scattMin+1; // To simulate a single scattering order
// int scattMax = MAX_SCATTERING_ORDER; // To simulate all scattering orders accumulated
int W = _texHistogram_CPU.Width;
int H = _texHistogram_CPU.Height;
double[,] histogramData = new double[W,H];
for ( int scatteringOrder=scattMin; scatteringOrder < scattMax; scatteringOrder++ ) {
PixelsBuffer Content = _texHistogram_CPU.Map( 0, scatteringOrder );
using ( BinaryReader R = Content.OpenStreamRead() )
for ( int Y=0; Y < H; Y++ )
for ( int X=0; X < W; X++ )
histogramData[X,Y] += W * H * R.ReadSingle();
Content.CloseStream();
_texHistogram_CPU.UnMap( 0, scatteringOrder );
}
return histogramData;
}