本文整理汇总了C#中SharpDX.Direct3D11.DepthStencilView.Dispose方法的典型用法代码示例。如果您正苦于以下问题:C# DepthStencilView.Dispose方法的具体用法?C# DepthStencilView.Dispose怎么用?C# DepthStencilView.Dispose使用的例子?那么, 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SharpDX.Direct3D11.DepthStencilView
的用法示例。
在下文中一共展示了DepthStencilView.Dispose方法的1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: InitializeOculus
//.........这里部分代码省略.........
int textureIndex = eyeTexture.SwapTextureSet.CurrentIndex++;
immediateContext.OutputMerger.SetRenderTargets(eyeTexture.DepthStencilView, eyeTexture.RenderTargetViews[textureIndex]);
immediateContext.ClearRenderTargetView(eyeTexture.RenderTargetViews[textureIndex], Color.Black);
immediateContext.ClearDepthStencilView(eyeTexture.DepthStencilView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1.0f, 0);
immediateContext.Rasterizer.SetViewport(eyeTexture.Viewport);
//added a custom rasterizer
immediateContext.Rasterizer.State = rasterizerState;
// Retrieve the eye rotation quaternion and use it to calculate the LookAt direction and the LookUp direction.
Quaternion rotationQuaternion = SharpDXHelpers.ToQuaternion(eyePoses[eyeIndex].Orientation);
Matrix rotationMatrix = Matrix.RotationQuaternion(rotationQuaternion);
Vector3 lookUp = Vector3.Transform(new Vector3(0, -1, 0), rotationMatrix).ToVector3();
Vector3 lookAt = Vector3.Transform(new Vector3(0, 0, 1), rotationMatrix).ToVector3();
Vector3 viewPosition = position - eyePoses[eyeIndex].Position.ToVector3();
//use this to get the first rotation to goal
Matrix world = Matrix.Scaling(1.0f) /** Matrix.RotationX(timeSinceStart*0.2f) */* Matrix.RotationY(timeSinceStart * 2 / 10f) /** Matrix.RotationZ(timeSinceStart*3/10f)*/;
Matrix viewMatrix = Matrix.LookAtRH(viewPosition, viewPosition + lookAt, lookUp);
Matrix projectionMatrix = OVR.ovrMatrix4f_Projection(eyeTexture.FieldOfView, 0.1f, 10.0f, OVR.ProjectionModifier.None).ToMatrix();
projectionMatrix.Transpose();
Matrix worldViewProjection = world * viewMatrix * projectionMatrix;
worldViewProjection.Transpose();
// Update the transformation matrix.
immediateContext.UpdateSubresource(ref worldViewProjection, constantBuffer);
// Draw the cube
//immediateContext.Draw(vertices.Length/2, 0);
immediateContext.DrawIndexed(indices.Length, 0, 0);
}
hmd.SubmitFrame(0, layers);
immediateContext.CopyResource(mirrorTextureD3D11, backBuffer);
swapChain.Present(0, PresentFlags.None);
if (newTextureArrived == true)
{
newTextureArrived = false;
DataBox map = device.ImmediateContext.MapSubresource(myTexture, 0, MapMode.WriteDiscard, SharpDX.Direct3D11.MapFlags.None);
//load the BitMapSource with appropriate formating (Format32bppPRGBA)
SharpDX.WIC.BitmapSource bitMap = LoadBitmap(new SharpDX.WIC.ImagingFactory(), streamTexture);
//string newFile = Path.GetDirectoryName(Process.GetCurrentProcess().MainModule.FileName) + @"\img_merged.jpg";
//SharpDX.WIC.BitmapSource bitMap = LoadBitmapFromFile(new SharpDX.WIC.ImagingFactory(), newFile);
int width = bitMap.Size.Width;
int height = bitMap.Size.Height;
int stride = bitMap.Size.Width * 4;
bitMap.CopyPixels(stride, map.DataPointer, height * stride);
device.ImmediateContext.UnmapSubresource(myTexture, 0);
//bitMap.Dispose();
streamTexture.Seek(0, SeekOrigin.Begin);
}
});
#endregion
// Release all resources
inputLayout.Dispose();
constantBuffer.Dispose();
indexBuffer.Dispose();
vertexBuffer.Dispose();
inputLayout.Dispose();
shaderSignature.Dispose();
pixelShader.Dispose();
pixelShaderByteCode.Dispose();
vertexShader.Dispose();
vertexShaderByteCode.Dispose();
mirrorTextureD3D11.Dispose();
layers.Dispose();
eyeTextures[0].Dispose();
eyeTextures[1].Dispose();
immediateContext.ClearState();
immediateContext.Flush();
immediateContext.Dispose();
depthStencilState.Dispose();
depthStencilView.Dispose();
depthBuffer.Dispose();
backBufferRenderTargetView.Dispose();
backBuffer.Dispose();
swapChain.Dispose();
factory.Dispose();
// Disposing the device, before the hmd, will cause the hmd to fail when disposing.
// Disposing the device, after the hmd, will cause the dispose of the device to fail.
// It looks as if the hmd steals ownership of the device and destroys it, when it's shutting down.
// device.Dispose();
hmd.Dispose();
oculus.Dispose();
}