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C# VertexBuffer.Lock方法代码示例

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


在下文中一共展示了VertexBuffer.Lock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: VertexContainer

        public void VertexContainer( object sender, EventArgs e )
        {
            Device dev = (Device)sender ;
            // Set culling so we're not rendering the back of our triangle
            dev.RenderState.CullMode = Cull.CounterClockwise ;

            // Turn off D3D lighting, since we are providing our own vertex colors
            dev.RenderState.Lighting = false ;

            // Create an instance of ready-made DirectX VertexBuffer
            vertexBuffer = new VertexBuffer(typeof(CustomVertex.PositionColored),
                3, dev, 0, CustomVertex.PositionColored.Format, Pool.Default);

            // Lock our buffer so nothing gets changed while we are reading the data
            GraphicsStream GraphixStream = vertexBuffer.Lock( 0, 0, 0 );
            CustomVertex.PositionColored[] VerticeArray = new CustomVertex.PositionColored[3];

            VerticeArray[0].Position = new Vector3( -0.5f, 0.5f, 0 ); // top right Vertice
            VerticeArray[0].Color = System.Drawing.Color.Yellow.ToArgb();

            VerticeArray[1].Position = new Vector3( 0.5f, -0.5f, 0 ); // bottom right
            VerticeArray[1].Color = System.Drawing.Color.Orange.ToArgb();

            VerticeArray[2].Position = new Vector3( -0.5f, -0.5f, 0 ); // bottom left
            VerticeArray[2].Color = System.Drawing.Color.Red.ToArgb();

            GraphixStream.Write(VerticeArray);
            vertexBuffer.Unlock();
        }
开发者ID:JeremiahZhang,项目名称:AKA,代码行数:29,代码来源:Form1.cs

示例2: Main

        static void Main()
        {
            Application.EnableVisualStyles();
            Application.SetCompatibleTextRenderingDefault(false);

            var form = new Form1();

            var panel = form.SplitContainer.Panel1;

            var device = new Device(new Direct3D(), 0, DeviceType.Hardware, panel.Handle, CreateFlags.HardwareVertexProcessing, new PresentParameters()
            {
                BackBufferWidth = panel.ClientSize.Width,
                BackBufferHeight = panel.ClientSize.Height

            });

            var vertices = new VertexBuffer(device, 3 * 20, Usage.WriteOnly, VertexFormat.None, Pool.Managed);
            vertices.Lock(0, 0, LockFlags.None).WriteRange(new[] {
                new Vertex() { Color = Color.Red.ToArgb(), Position = new Vector4(400.0f, 100.0f, 0.5f, 1.0f) },
                new Vertex() { Color = Color.Blue.ToArgb(), Position = new Vector4(650.0f, 500.0f, 0.5f, 1.0f) },
                new Vertex() { Color = Color.Green.ToArgb(), Position = new Vector4(150.0f, 500.0f, 0.5f, 1.0f) }
            });
            vertices.Unlock();

            var vertices2 = new VertexBuffer(device, 3 * 20, Usage.WriteOnly, VertexFormat.None, Pool.Managed);
            vertices2.Lock(0, 0, LockFlags.None).WriteRange(new[] {
                new Vertex() { Color = Color.Red.ToArgb(), Position = new Vector4(300.0f, 100.0f, 0.5f, 1.0f) },
                new Vertex() { Color = Color.Blue.ToArgb(), Position = new Vector4(550.0f, 500.0f, 0.5f, 1.0f) },
                new Vertex() { Color = Color.Green.ToArgb(), Position = new Vector4(050.0f, 500.0f, 0.5f, 1.0f) }
            });
            vertices2.Unlock();

            var vertexElems = new[] {
                new VertexElement(0, 0, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.PositionTransformed, 0),
                new VertexElement(0, 16, DeclarationType.Color, DeclarationMethod.Default, DeclarationUsage.Color, 0),
                VertexElement.VertexDeclarationEnd
            };

            var vertexDecl = new VertexDeclaration(device, vertexElems);

            MessagePump.Run(form, () =>
            {
                device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0);
                device.BeginScene();

                device.SetStreamSource(0, vertices, 0, 20);
                device.VertexDeclaration = vertexDecl;
                device.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);

                device.SetStreamSource(0, vertices2, 0, 20);
                device.VertexDeclaration = vertexDecl;
                device.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);

                device.EndScene();
                device.Present();
            });

            foreach (var item in ObjectTable.Objects)
                item.Dispose();
        }
开发者ID:duk3luk3,项目名称:KSPEdit,代码行数:60,代码来源:Program.cs

示例3: Background

        // constructor
        public Background(Device device, float width, float height)
        {
            this.device = device;

            // Load the background texture image
            backgroundT = TextureLoader.FromFile(device, "../../mars.bmp");

            // Create a vertex buffer for the background image we will draw
            backgroundV = new VertexBuffer(typeof(CustomVertex.PositionColoredTextured), // Type
                4,      // How many
                device, // What device
                0,      // No special usage
                CustomVertex.PositionColoredTextured.Format,
                Pool.Managed);

            // Fill the vertex buffer with the corners of a rectangle that covers
            // the entire playing surface.
            GraphicsStream stm = backgroundV.Lock(0, 0, 0);     // Lock the background vertex list
            int clr = Color.Transparent.ToArgb();
            stm.Write(new CustomVertex.PositionColoredTextured(0, 0, 0, clr, 0, 1));
            stm.Write(new CustomVertex.PositionColoredTextured(0, height, 0, clr, 0, 0));
            stm.Write(new CustomVertex.PositionColoredTextured(width, height, 0, clr, 1, 0));
            stm.Write(new CustomVertex.PositionColoredTextured(width, 0, 0, clr, 1, 1));

            backgroundV.Unlock();
        }
开发者ID:KylerWilkins,项目名称:OldPro3,代码行数:27,代码来源:Background.cs

示例4: CreateTextures

 public bool CreateTextures()
 {
     CustomVertex[] verts;
     try {
         string textureFile;
         // Load the textures, named from "walk1.bmp" to "walk10.bmp"
         for(int i=1; i<=10; i++) {
             textureFile = Application.StartupPath + @"\..\..\Images\walk" + i.ToString() + ".bmp";
             textures[i-1] = TextureLoader.FromFile(device, textureFile);
         }
         // Define the vertex buffer to hold our custom vertices
         vertBuffer = new VertexBuffer(typeof(CustomVertex),
             numVerts, device, Usage.WriteOnly, customVertexFlags, Pool.Default);
         // Locks the memory, which will return the array to be filled
         verts = vertBuffer.Lock(0, 0) as CustomVertex[];
         // Defines the vertices
         SquareVertices(verts);
         // Unlock the buffer, which will save our vertex information to the device
         vertBuffer.Unlock();
         return true;
     }
     catch {
         return false;
     }
 }
开发者ID:timdetering,项目名称:BeginningNetGameProgramming,代码行数:25,代码来源:WindowTest.cs

示例5: OnCreateDevice

        public void OnCreateDevice(object sender, EventArgs e )
        {
            Device dev = (Device)sender;
            vertexBuffer =
                new VertexBuffer(typeof(CustomVertex.TransformedColored ),
                3, dev, 0, CustomVertex.TransformedColored.Format,
                Pool.Default ) ;

            GraphicsStream stm = vertexBuffer.Lock( 0, 0, 0  ) ;
            CustomVertex.TransformedColored[ ] verts = new CustomVertex.TransformedColored[ 3 ] ;

            verts[0].X = 150 ;
            verts[0].Y = 50 ;
            verts[0].Z = 0.5f ;
            verts[0].Rhw = 1 ;
            verts[0].Color = System.Drawing.Color.Aqua.ToArgb ( ) ;
            verts[1].X = 250 ;
            verts[1].Y = 250 ;
            verts[1].Z = 0.5f ;
            verts[1].Rhw = 1 ;
            verts[1].Color = System.Drawing.Color.Brown.ToArgb ( ) ;
            verts[2].X = 50 ;
            verts[2].Y = 250 ;
            verts[2].Z = 0.5f ;
            verts[2].Rhw = 1 ;
            verts[2].Color = System.Drawing.Color.LightPink.ToArgb ( ) ;
            stm.Write ( verts ) ;
            vertexBuffer.Unlock ( ) ;
        }
开发者ID:JeremiahZhang,项目名称:AKA,代码行数:29,代码来源:triangle.cs

示例6: CreateParticles

        public Result CreateParticles()
        {
            try {
                ReleaseCom(_vb);
                _vb = new VertexBuffer(_device, _hm.Size.X * _hm.Size.Y * Particle.Size, Usage.Dynamic | Usage.Points | Usage.WriteOnly, Particle.FVF, Pool.Default);

                var ds = _vb.Lock(0, 0, LockFlags.Discard);
                for (var y = 0; y < _hm.Size.Y; y++) {
                    for (var x = 0; x < _hm.Size.X; x++) {
                        var prc = _hm[x + y * _hm.Size.X] / _hm.MaxHeight;
                        //Debug.Print("prc: {0}", prc);
                        var red = prc;
                        var green = 1.0f - prc;

                        bool contains = false;
                        if (Editor != null) {
                            contains = x >= Editor.SelectionRect.Left && x <= Editor.SelectionRect.Right && y >= Editor.SelectionRect.Top && y <= Editor.SelectionRect.Bottom;
                        }
                        var v = new Particle {
                            Position = new Vector3(x, _hm[x + y * _hm.Size.X], -y),
                            Color = (ShowSelection && contains) ? new Color4(1.0f, 0, 0, 1.0f).ToArgb() : new Color4(1.0f, red, green, 0.0f).ToArgb()
                        };
                        ds.Write(v);

                    }
                }
                _vb.Unlock();
            } catch (Exception ex) {
                Debug.Print("Error in {0} - {1}\n{2}", ex.TargetSite, ex.Message, ex.StackTrace);
                return ResultCode.Failure;
            }
            return ResultCode.Success;
        }
开发者ID:ericrrichards,项目名称:rts,代码行数:33,代码来源:HeightMapRenderer.cs

示例7: OnResourceLoad

        protected override void OnResourceLoad() {
            vertexBuffer = new VertexBuffer(
                Context9.Device,
                3 * Marshal.SizeOf( typeof( ColoredVertex ) ),
                Usage.WriteOnly,
                VertexFormat.None,
                Pool.Managed
            );

            var stream = vertexBuffer.Lock( 0, 0, LockFlags.None );
            stream.WriteRange( new[] {
				new ColoredVertex( new Vector3(0.0f, 0.5f, 0.5f), Color.Red.ToArgb() ),
				new ColoredVertex( new Vector3(0.5f, -0.5f, 0.5f), Color.Blue.ToArgb() ),
				new ColoredVertex( new Vector3(-0.5f, -0.5f, 0.5f), Color.Green.ToArgb() ),
			} );

            vertexBuffer.Unlock();

            // Since this sample does not use any lights, disable lighting (otherwise the
            // triangle will appear flat black).
            Context9.Device.SetRenderState( RenderState.Lighting, false );

        	vertexDecl = new VertexDeclaration(Context9.Device, new[] {
				new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Position, 0), 
				new VertexElement(0, 12, DeclarationType.Color, DeclarationMethod.Default, DeclarationUsage.Color, 0), 
				VertexElement.VertexDeclarationEnd
        	});
        }
开发者ID:zhandb,项目名称:slimdx,代码行数:28,代码来源:SimpleTriangleSample9.cs

示例8: setCollisionBox

        // Default 값
        public void setCollisionBox()
        {
            if (null != m_CollisionBox)
            {
                m_CollisionBox.Dispose();
            }

            m_CollisionBox = new VertexBuffer(typeof(CustomVertex.PositionColored), 8,
                m_device, 0, CustomVertex.PositionColored.Format, Pool.Default);

            CustomVertex.PositionColored[] posColoredVerts = new CustomVertex.PositionColored[8];

            for (int i = 0; i < posColoredVerts.Length; ++i )
            {
                posColoredVerts[i].Position = new Vector3(0, 0, 0);
                posColoredVerts[i].Color = System.Drawing.Color.Black.ToArgb();
            }

            GraphicsStream gstm = m_CollisionBox.Lock(0, 0, LockFlags.None);
            gstm.Write(posColoredVerts);
            m_CollisionBox.Unlock();

            // indexedBuffer
            m_IndexBuffer = new IndexBuffer(m_device, 12 * 2 * 2, Usage.WriteOnly, Pool.Managed, true);

            GraphicsStream idstm = m_IndexBuffer.Lock(0, 0, LockFlags.None);
            idstm.Write(m_IndexedBufferOrder);
            m_IndexBuffer.Unlock();
        }
开发者ID:NHNNEXT,项目名称:2014-01-HUDIGAME-skyLab,代码行数:30,代码来源:GameObject.cs

示例9: FromScene

        public static Model FromScene(Scene scene, Device device)
        {
            VertexDeclaration vertexDeclaration = new VertexDeclaration(device,
                VertexPositionNormalTexture.VertexElements);
            Model result = new Model(scene, device, vertexDeclaration);
            foreach (Mesh mesh in scene.Meshes)
            {
                VertexBuffer vertexBuffer = new VertexBuffer(device,
                    mesh.Positions.Count * VertexPositionNormalTexture.SizeInBytes,
                    Usage.WriteOnly, VertexFormat.None, Pool.Default);
                DataStream vertexDataStream = vertexBuffer.Lock(0,
                    mesh.Positions.Count * VertexPositionNormalTexture.SizeInBytes,
                    LockFlags.None);
                VertexPositionNormalTexture[] vertices = new VertexPositionNormalTexture[mesh.Positions.Count];
                for (int i = 0; i < vertices.Length; ++i)
                    vertices[i] = new VertexPositionNormalTexture(mesh.Positions[i], (mesh.Normals.Count > i) ? mesh.Normals[i] : Vector3D.Zero, Point2D.Zero);
                vertexDataStream.WriteRange(vertices);
                vertexBuffer.Unlock();

                IndexBuffer indexBuffer = new IndexBuffer(device, mesh.Indices.Count * sizeof(int),
                    Usage.WriteOnly, Pool.Default, false);
                DataStream indexDataStream = indexBuffer.Lock(0, mesh.Indices.Count * sizeof(int), LockFlags.None);
                indexDataStream.WriteRange(mesh.Indices.ToArray());
                indexBuffer.Unlock();

                ModelMesh modelMesh = new ModelMesh(mesh, device, vertexBuffer,
                    mesh.Positions.Count, indexBuffer, mesh.PrimitiveCount,
                    Matrix3D.Identity, mesh.Material);
                result.Meshes.Add(modelMesh);
            }
            return result;
        }
开发者ID:bondehagen,项目名称:meshellator,代码行数:32,代码来源:ModelConverter.cs

示例10: InitGraphicsResource

 void InitGraphicsResource()
 {
     vertexBuffer = new VertexBuffer(SlimMMDXCore.Instance.Device, verticesSource.Length * Marshal.SizeOf(typeof(VertexPNmTx)), Usage.Dynamic, VertexFormat.None, Pool.Default);
     DataStream stream = vertexBuffer.Lock(0, 0, LockFlags.None);
     stream.WriteRange(verticesSource);
     vertexBuffer.Unlock();
     vertexDec = new VertexDeclaration(SlimMMDXCore.Instance.Device, VertexPNmTx.VertexElements);
 
 }
开发者ID:himapo,项目名称:ccm,代码行数:9,代码来源:SlimMMDModel.cs

示例11: CreateAxisSphere

        private void CreateAxisSphere(ref VertexBuffer vBuffer, Vector3 dir, int clr)
        {
            double angle = Math.PI * ((360 / (double)orbitLineSz) / 180);
            vBuffer = new VertexBuffer(typeof(CustomVertex.PositionColored), orbitLineSz + 1, device, Usage.None,
                                       CustomVertex.PositionOnly.Format, Pool.Managed);
            CustomVertex.PositionColored[] verts = (CustomVertex.PositionColored[])vBuffer.Lock(0, LockFlags.None);

            double currentAngle = 0;
            int vIdx = 0;
            if (dir.X > 0)
            {
                for (int i = 0; i < orbitLineSz + 1; i++)
                {
                    float x = scale * (float)Math.Cos(currentAngle);
                    float y = scale * (float)Math.Sin(currentAngle);

                    verts[vIdx].Color = clr;
                    verts[vIdx++].Position = new Vector3(0, x, y);

                    currentAngle += angle;
                }
            }
            else if (dir.Y > 0)
            {
                for (int i = 0; i < orbitLineSz + 1; i++)
                {
                    float x = scale * (float)Math.Cos(currentAngle);
                    float y = scale * (float)Math.Sin(currentAngle);

                    verts[vIdx].Color = clr;
                    verts[vIdx++].Position = new Vector3(x, 0, y);

                    currentAngle += angle;
                }
            }
            else if (dir.Z > 0)
            {
                for (int i = 0; i < orbitLineSz + 1; i++)
                {
                    float x = scale * (float)Math.Cos(currentAngle);
                    float y = scale * (float)Math.Sin(currentAngle);

                    verts[vIdx].Color = clr;
                    verts[vIdx++].Position = new Vector3(x, y, 0);

                    currentAngle += angle;
                }
            }

            vBuffer.Unlock();
        }
开发者ID:xuchuansheng,项目名称:GenXSource,代码行数:51,代码来源:SphereAxis3D.cs

示例12: draw

        public void draw(Vector3 cameraLocation, Vector3 cameraRotation, Device device)
        {
            Material initialMaterial = device.Material;

            if (particleList.Count > 0)
            {
                sortParticles(particleList, 0, particleList.Count - 1, cameraLocation);
            }

            device.RenderState.AlphaBlendEnable = true;
            device.RenderState.SourceBlend = Blend.SourceAlpha;
            device.RenderState.DestinationBlend = Blend.InvSourceAlpha;

            device.SetTexture(0, particleTexture);

            foreach (ParticleData particle in particleList)
            {
                device.Transform.World =
                    Matrix.RotationYawPitchRoll(cameraRotation.X, cameraRotation.Y, cameraRotation.Z) *
                    Matrix.Translation(particle.location);

                Material material = device.Material;
                Color diffuse = material.Diffuse;
                material.Diffuse = particle.modColor;
                material.Emissive = Color.White;
                device.Material = material;

                VertexBuffer buffer = new VertexBuffer(typeof(CustomVertex.PositionTextured), 4, device, 0, CustomVertex.PositionNormalTextured.Format, Pool.Default);
                CustomVertex.PositionTextured[] vertices = (CustomVertex.PositionTextured[])buffer.Lock(0, 0);

                float particleRadius = particle.size / 2;

                vertices[0] = new CustomVertex.PositionTextured(new Vector3(-particleRadius, -particleRadius, 0f), 0, 1); // bottom right
                vertices[1] = new CustomVertex.PositionTextured(new Vector3(-particleRadius, particleRadius, 0f), 0, 0); // top right
                vertices[2] = new CustomVertex.PositionTextured(new Vector3(particleRadius, -particleRadius, 0f), 1, 1); // bottom left
                vertices[3] = new CustomVertex.PositionTextured(new Vector3(particleRadius, particleRadius, 0), 1, 0); // top left

                buffer.Unlock();

                device.VertexFormat = CustomVertex.PositionTextured.Format;

                device.SetStreamSource(0, buffer, 0);
                device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
            }

            device.RenderState.AlphaBlendEnable = false;
            device.Material = initialMaterial;
        }
开发者ID:newgrounds,项目名称:Clear-Skies,代码行数:48,代码来源:ParticleEmitter.cs

示例13: BuildRings

        private void BuildRings()
        {
            detailCount = 40;
            ringClrs = new int[] { Color.Red.ToArgb(), Color.Green.ToArgb(), Color.Blue.ToArgb() };
            vBuffer = new VertexBuffer(typeof(CustomVertex.PositionColored), (detailCount + 1) * 3,
                                       gDevice, Usage.WriteOnly, CustomVertex.PositionColored.Format,
                                       Pool.Managed);
            CustomVertex.PositionColored[] verts = (CustomVertex.PositionColored[])vBuffer.Lock(0, LockFlags.None);

            Vector2[] points;
            CircleHelper.CalcCirclePointsCCW(detailCount + 1, 1, new Vector2(), out points);
            BuildRingOnX(verts, (detailCount + 1) * 0, ringClrs[0], points);
            BuildRingOnY(verts, (detailCount + 1) * 1, ringClrs[1], points);
            BuildRingOnZ(verts, (detailCount + 1) * 2, ringClrs[2], points);
            
            vBuffer.Unlock();
        }
开发者ID:xuchuansheng,项目名称:GenXSource,代码行数:17,代码来源:RotationAxis3DHelper.cs

示例14: OnPlotterAttached

		public override void OnPlotterAttached(Plotter plotter)
		{
			base.OnPlotterAttached(plotter);

			//effect = SlimDX.Direct3D9.Effect.FromStream(Device, GetType().Assembly.GetManifestResourceStream("Microsoft.Research.DynamicDataDisplay.DirectX2D.VectorFieldConvolution.ConvolutionShader.fx"), ShaderFlags.None);

			float size = .9f;
			vertices = new VertexBuffer(Device, 2 * 3 * 20, Usage.WriteOnly, VertexFormat.None, Pool.Default);
			vertices.Lock(0, 0, LockFlags.None).WriteRange(new[] {
                new VertexPosition4Color() { Color = Color.Red.ToArgb(), Position = new Vector4(0.0f, 0.0f, 0.5f, 1.0f) },
                new VertexPosition4Color() { Color = Color.Blue.ToArgb(), Position = new Vector4(size, 0.0f, 0.5f, 1.0f) },
                new VertexPosition4Color() { Color = Color.Green.ToArgb(), Position = new Vector4(size, size, 0.5f, 1.0f) },
                new VertexPosition4Color() { Color = Color.Green.ToArgb(), Position = new Vector4(size, size, 0.5f, 1.0f) },
                new VertexPosition4Color() { Color = Color.Green.ToArgb(), Position = new Vector4(0.0f, size, 0.5f, 1.0f) },
                new VertexPosition4Color() { Color = Color.Green.ToArgb(), Position = new Vector4(0.0f, 0.0f, 0.5f, 1.0f) }
            });
			vertices.Unlock();
		}
开发者ID:XiBeichuan,项目名称:hydronumerics,代码行数:18,代码来源:VectorFieldConvolutionChart.cs

示例15: Init

        public void Init(Device device)
        {
            this.device = device;

            vBuffer = new VertexBuffer(typeof(CustomVertex.PositionColored), 6, device, Usage.None, CustomVertex.PositionColored.Format, Pool.Managed);
            CustomVertex.PositionColored[] verts = (CustomVertex.PositionColored[])vBuffer.Lock(0, LockFlags.None);

            verts[0].Color = verts[1].Color = Color.Red.ToArgb();
            verts[1].Position = new Vector3(1, 0, 0);

            verts[2].Color = verts[3].Color = Color.Green.ToArgb();
            verts[3].Position = new Vector3(0, 1, 0);

            verts[4].Color = verts[5].Color = Color.Blue.ToArgb();
            verts[5].Position = new Vector3(0, 0, 1);

            vBuffer.Unlock();
        }
开发者ID:xuchuansheng,项目名称:GenXSource,代码行数:18,代码来源:Axis3D.cs


注:本文中的VertexBuffer.Lock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。