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C# RenderTarget.Dispose方法代码示例

本文整理汇总了C#中SharpDX.Direct2D1.RenderTarget.Dispose方法的典型用法代码示例。如果您正苦于以下问题:C# RenderTarget.Dispose方法的具体用法?C# RenderTarget.Dispose怎么用?C# RenderTarget.Dispose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SharpDX.Direct2D1.RenderTarget的用法示例。


在下文中一共展示了RenderTarget.Dispose方法的6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: Main

        static void Main()
        {
            var form = new RenderForm("KinectLight");
            form.Size = new System.Drawing.Size(1920,1200);

            var desc = new SwapChainDescription()
            {
                BufferCount = 1,
                ModeDescription = new ModeDescription(form.ClientSize.Width, form.ClientSize.Height, new Rational(60, 1), Format.R8G8B8A8_UNorm),
                IsWindowed = true,
                OutputHandle = form.Handle,
                SampleDescription = new SampleDescription(1, 0),
                SwapEffect = SwapEffect.Discard,
                Usage = Usage.RenderTargetOutput
            };

            SharpDX.Direct3D10.Device1 device;
            SwapChain swapChain;
            SharpDX.Direct3D10.Device1.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.BgraSupport, desc, SharpDX.Direct3D10.FeatureLevel.Level_10_1, out device, out swapChain);

            var d2dFactory = new SharpDX.Direct2D1.Factory();
            var surface = Surface.FromSwapChain(swapChain, 0);

            RenderTarget dc = new RenderTarget(d2dFactory, surface, new RenderTargetProperties(new PixelFormat(Format.Unknown, AlphaMode.Premultiplied)));

            MainGame.Instance.Height = form.ClientSize.Height;
            MainGame.Instance.Width = form.ClientSize.Width;
            GameTime gameTime = new GameTime();

            var config = new HttpSelfHostConfiguration("http://localhost:8080");

            config.Routes.MapHttpRoute(
                "API Default", "api/{controller}/{action}/{name}",
                new { id = RouteParameter.Optional });

            HttpSelfHostServer server = new HttpSelfHostServer(config);
            server.OpenAsync().Wait();

            RenderLoop.Run(form, () =>
            {
                gameTime.StartFrame();
                MainGame.Instance.Update(gameTime);
                dc.BeginDraw();
                dc.Clear(Colors.White);
                MainGame.Instance.Render(dc);
                var res = dc.EndDraw();
                swapChain.Present(1, PresentFlags.None);
                //Thread.Sleep(1);
            });

            server.Dispose();
            MainGame.Instance.Dispose();
            dc.Dispose();
            surface.Dispose();
            d2dFactory.Dispose();
            device.Dispose();
            swapChain.Dispose();
        }
开发者ID:aL3891,项目名称:KinectLight,代码行数:58,代码来源:Program.cs

示例2: CleanUp

        public void CleanUp(RenderTarget target, Graphics g, Map map)
        {
            target.EndDraw();
            
            var wicBitmap = (WICBitmap) target.Tag;
            using (var image = ConvertToBitmap(wicBitmap))
                g.DrawImageUnscaled(image, 0, 0);

            wicBitmap.Dispose();
            target.Dispose();
        }
开发者ID:lishxi,项目名称:_SharpMap,代码行数:11,代码来源:WICRenderTargetFactory.cs

示例3: beginDraw

        public IDisposable beginDraw(out IDrawingContext context)
        {
            var surface = _texture.AsSurface();

            var rtProperties = new RenderTargetProperties()
            {
                DpiX = 96,
                DpiY = 96,
                Type = RenderTargetType.Default,
                PixelFormat = new PixelFormat(Format.Unknown, AlphaMode.Premultiplied)
            };

            var renderTarget = new RenderTarget(_factory, surface, rtProperties);

            var c = new RenderTargetDrawingContext(renderTarget, _width, _height);
            context = c;

            renderTarget.BeginDraw();

            return new DisposeAction(() =>
                {
                    renderTarget.EndDraw();

                    c.Dispose();
                    renderTarget.Dispose();
                    surface.Dispose();
                });
        }
开发者ID:fundeveloper,项目名称:CrossUI,代码行数:28,代码来源:BitmapDrawingContext.cs

示例4: Run


//.........这里部分代码省略.........
            // ---------------------------------------------------------------------------------------------------
            // Acquire the mutexes. These are needed to assure the device in use has exclusive access to the surface
            // ---------------------------------------------------------------------------------------------------

            var device10Mutex = textureD3D10.QueryInterface<KeyedMutex>();
            var device11Mutex = textureD3D11.QueryInterface<KeyedMutex>();

            // ---------------------------------------------------------------------------------------------------
            // Main rendering loop
            // ---------------------------------------------------------------------------------------------------

            bool first = true;

            RenderLoop
                .Run(form,
                     () =>
                         {
                             if(first)
                             {
                                 form.Activate();
                                 first = false;
                             }

                             // clear the render target to black
                             context.ClearRenderTargetView(renderTargetView, Colors.DarkSlateGray);

                             // Draw the triangle
                             context.InputAssembler.InputLayout = layoutColor;
                             context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
                             context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertexBufferColor, VertexPositionColor.SizeInBytes, 0));
                             context.OutputMerger.BlendState = null;
                             var currentTechnique = effect.GetTechniqueByName("Color");
                             for (var pass = 0; pass < currentTechnique.Description.PassCount; ++pass)
                             {
                                 using (var effectPass = currentTechnique.GetPassByIndex(pass))
                                 {
                                     System.Diagnostics.Debug.Assert(effectPass.IsValid, "Invalid EffectPass");
                                     effectPass.Apply(context);
                                 }
                                 context.Draw(3, 0);
                             };

                             // Draw Ellipse on the shared Texture2D
                             device10Mutex.Acquire(0, 100);
                             renderTarget2D.BeginDraw();
                             renderTarget2D.Clear(Colors.Black);
                             renderTarget2D.DrawGeometry(tesselatedGeometry, solidColorBrush);
                             renderTarget2D.DrawEllipse(new Ellipse(center, 200, 200), solidColorBrush, 20, null);
                             renderTarget2D.EndDraw();
                             device10Mutex.Release(0);

                             // Draw the shared texture2D onto the screen, blending the 2d content in
                             device11Mutex.Acquire(0, 100);
                             var srv = new ShaderResourceView(device11, textureD3D11);
                             effect.GetVariableByName("g_Overlay").AsShaderResource().SetResource(srv);
                             context.InputAssembler.InputLayout = layoutOverlay;
                             context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleStrip;
                             context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertexBufferOverlay, VertexPositionTexture.SizeInBytes, 0));
                             context.OutputMerger.BlendState = blendStateTransparent;
                             currentTechnique = effect.GetTechniqueByName("Overlay");

                             for (var pass = 0; pass < currentTechnique.Description.PassCount; ++pass)
                             {
                                 using (var effectPass = currentTechnique.GetPassByIndex(pass))
                                 {
                                     System.Diagnostics.Debug.Assert(effectPass.IsValid, "Invalid EffectPass");
                                     effectPass.Apply(context);
                                 }
                                 context.Draw(4, 0);
                             }
                             srv.Dispose();
                             device11Mutex.Release(0);

                             swapChain.Present(0, PresentFlags.None);
                         });

            // dispose everything
            vertexBufferColor.Dispose();
            vertexBufferOverlay.Dispose();
            layoutColor.Dispose();
            layoutOverlay.Dispose();
            effect.Dispose();
            shaderByteCode.Dispose();
            renderTarget2D.Dispose();
            swapChain.Dispose();
            device11.Dispose();
            device10.Dispose();
            textureD3D10.Dispose();
            textureD3D11.Dispose();
            factory1.Dispose();
            adapter1.Dispose();
            sharedResource.Dispose();
            factory2D.Dispose();
            surface.Dispose();
            solidColorBrush.Dispose();
            blendStateTransparent.Dispose();

            device10Mutex.Dispose();
            device11Mutex.Dispose();
        }
开发者ID:ernstnaezer,项目名称:SharpDXSharedResources,代码行数:101,代码来源:Program.cs

示例5: Create3dObjects

        public void Create3dObjects()
        {
            //Create RenderWindow
            RenderWindowInstance = new ModelRenderWindow();
            FormInstance = RenderWindowInstance.CreateWindow(1080,1240,FormStartPosition.CenterScreen);

            //Create SwapChain
            SwapChainCreator = new ModelSwapChainDesc();
            SwapChainD = SwapChainCreator.CreateSwapChain(2, Usage.RenderTargetOutput, FormInstance.Handle, true, 0, 0, new Rational(60, 1), Format.R8G8B8A8_UNorm, 1,0,SwapChainFlags.AllowModeSwitch, SwapEffect.Discard);

            //Create Device
            Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.BgraSupport, SwapChainD, out GraphicsDevice, out NewSwapChain);

            //Create Back buffer
            BackBuffer = Surface.FromSwapChain(NewSwapChain, 0);

            //Create Factory
            FactoryD2D FactoryInstance = new FactoryD2D();

            //Create RenderTarget
            RenderTargetInstance = new ModelRenderTarget();
            RenderTarget = RenderTargetInstance.CreateRenderTarget(SharpDX.Direct2D1.FeatureLevel.Level_DEFAULT, new PixelFormat(Format.Unknown, SharpDX.Direct2D1.AlphaMode.Ignore), RenderTargetType.Default, RenderTargetUsage.None, BackBuffer, FactoryInstance);

            RenderLoop.Run(FormInstance, () =>
            {

                RenderTarget.BeginDraw();
                RenderTarget.Transform = Matrix3x2.Identity;
                RenderTarget.Clear(Color.White);

                using (var brush = new SolidColorBrush(RenderTarget, Color.Red))
                {
                    //for (int x = 0; x < RenderTarget.Size.Width; x += 10)
                    //    RenderTarget.DrawLine(new Vector2(x, 0), new Vector2(x, RenderTarget.Size.Height), brush, 0.5f);

                    //for (int y = 0; y < RenderTarget.Size.Height; y += 10)
                    //    RenderTarget.DrawLine(new Vector2(0, y), new Vector2(RenderTarget.Size.Width, y), brush, 0.5f);
                    RenderTarget.DrawLine(new Vector2(300, 10), new Vector2(300, 300), brush,1.5f);
                   // RenderTarget.FillRectangle(new RectangleF(RenderTarget.Size.Width / 2 - 50, RenderTarget.Size.Height / 2 - 50, 100, 100), brush);
                }

              //  RenderTarget.DrawRectangle(
                   // new RectangleF(RenderTarget.Size.Width / 2 - 100, RenderTarget.Size.Height / 2 - 100, 200, 200),
                   // new SolidColorBrush(RenderTarget, Color.CornflowerBlue));

                RenderTarget.EndDraw();

                NewSwapChain.Present(0, PresentFlags.None);
            });

            RenderTarget.Dispose();
            NewSwapChain.Dispose();
            GraphicsDevice.Dispose();
        }
开发者ID:thornhillad,项目名称:Test3dEngine,代码行数:54,代码来源:ThreeDeeObjects.cs

示例6: BeginDraw

        public IDrawingTarget BeginDraw(Color? clearColor)
        {
            #if NETFX_CORE
            var surface = _texture.QueryInterface<Surface>();
            #else
            var surface = _texture.AsSurface();
            #endif

            var rtProperties = new RenderTargetProperties
            {
                DpiX = 96,
                DpiY = 96,
                Type = RenderTargetType.Default,
                PixelFormat = new PixelFormat(Format.Unknown, AlphaMode.Premultiplied)
            };

            var renderTarget = new RenderTarget(_factory, surface, rtProperties);

            renderTarget.BeginDraw();
            // required to clear the render target
            // not required on all machines, seems to be a driver decision.
            renderTarget.Clear(clearColor != null ? clearColor.Value.import() : (Color4?)null);

            var state = new DrawingState();
            var transform = new DrawingTransform();
            var drawingTarget = new DrawingTarget(state, transform, renderTarget, _width, _height);

            var target = new DrawingTargetSplitter(
                _backend,
                state,
                transform,
                drawingTarget,
                drawingTarget,
                drawingTarget,
                drawingTarget,
                drawingTarget,
                () =>
                    {
                        drawingTarget.Dispose();

                        renderTarget.EndDraw();
                        renderTarget.Dispose();
                        surface.Dispose();
                    });

            var pixelAligner = PixelAligningDrawingTarget.Create(target, target.Dispose, state, transform);
            return pixelAligner;
        }
开发者ID:pragmatrix,项目名称:CrossUI,代码行数:48,代码来源:DrawingSurface.cs


注:本文中的SharpDX.Direct2D1.RenderTarget.Dispose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。