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C# VertexShader.Dispose方法代码示例

本文整理汇总了C#中SharpDX.Direct3D11.VertexShader.Dispose方法的典型用法代码示例。如果您正苦于以下问题:C# VertexShader.Dispose方法的具体用法?C# VertexShader.Dispose怎么用?C# VertexShader.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.Direct3D11.VertexShader的用法示例。


在下文中一共展示了VertexShader.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


//.........这里部分代码省略.........
                            });

            // Create Constant Buffer
            var contantBuffer = new Buffer(device, Utilities.SizeOf<Matrix>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);


            // Create Depth Buffer & View
            var depthBuffer = new Texture2D(device, new Texture2DDescription()
            {
                Format = Format.D32_Float_S8X24_UInt,
                ArraySize = 1,
                MipLevels = 1,
                Width = form.ClientSize.Width,
                Height = form.ClientSize.Height,
                SampleDescription = new SampleDescription(1, 0),
                Usage = ResourceUsage.Default,
                BindFlags = BindFlags.DepthStencil,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags = ResourceOptionFlags.None
            });

            var depthView = new DepthStencilView(device, depthBuffer);

            // Load texture and create sampler
            var texture = Texture2D.FromFile<Texture2D>(device, "GeneticaMortarlessBlocks.jpg");
            var textureView = new ShaderResourceView(device, texture);

            var sampler = new SamplerState(device, new SamplerStateDescription()
            {
                Filter = Filter.MinMagMipLinear,
                AddressU = TextureAddressMode.Wrap,
                AddressV = TextureAddressMode.Wrap,
                AddressW = TextureAddressMode.Wrap,
                BorderColor = Color.Black,
                ComparisonFunction = Comparison.Never,
                MaximumAnisotropy = 16,
                MipLodBias = 0,
                MinimumLod = 0,
                MaximumLod = 16,
            });


            // Prepare All the stages
            context.InputAssembler.InputLayout = layout;
            context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, Utilities.SizeOf<Vector4>() + Utilities.SizeOf<Vector2>(), 0));
            context.VertexShader.SetConstantBuffer(0, contantBuffer);
            context.VertexShader.Set(vertexShader);
            context.Rasterizer.SetViewports(new Viewport(0, 0, form.ClientSize.Width, form.ClientSize.Height, 0.0f, 1.0f));
            context.PixelShader.Set(pixelShader);
            context.PixelShader.SetSampler(0, sampler);
            context.PixelShader.SetShaderResource(0, textureView);
            context.OutputMerger.SetTargets(depthView, renderView);

            // Prepare matrices
            var view = Matrix.LookAtLH(new Vector3(0, 0, -5), new Vector3(0, 0, 0), Vector3.UnitY);
            var proj = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, form.ClientSize.Width / (float)form.ClientSize.Height, 0.1f, 100.0f);
            var viewProj = Matrix.Multiply(view, proj);

            // Use clock
            var clock = new Stopwatch();
            clock.Start();

            // Main loop
            RenderLoop.Run(form, () =>
            {
                var time = clock.ElapsedMilliseconds / 1000.0f;

                // Clear views
                context.ClearDepthStencilView(depthView, DepthStencilClearFlags.Depth, 1.0f, 0);
                context.ClearRenderTargetView(renderView, Color.Black);

                // Update WorldViewProj Matrix
                var worldViewProj = Matrix.RotationX(time) * Matrix.RotationY(time * 2) * Matrix.RotationZ(time * .7f) * viewProj;
                worldViewProj.Transpose();
                context.UpdateSubresource(ref worldViewProj, contantBuffer);

                // Draw the cube
                context.Draw(36, 0);

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

            // Release all resources
            vertexShaderByteCode.Dispose();
            vertexShader.Dispose();
            pixelShaderByteCode.Dispose();
            pixelShader.Dispose();
            vertices.Dispose();
            layout.Dispose();
            renderView.Dispose();
            backBuffer.Dispose();
            context.ClearState();
            context.Flush();
            device.Dispose();
            context.Dispose();
            swapChain.Dispose();
            factory.Dispose();
        }
开发者ID:rbwhitaker,项目名称:SharpDX,代码行数:101,代码来源:Program.cs

示例2: Main

        private static void Main()
        {
            var form = new RenderForm("SharpDX - MiniTri Direct3D 11 Sample");

            // SwapChain description
            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
                           };

            // Create Device and SwapChain
            Device device;
            SwapChain swapChain;
            Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, desc, out device, out swapChain);
            var context = device.ImmediateContext;

            // Ignore all windows events
            var factory = swapChain.GetParent<Factory>();
            factory.MakeWindowAssociation(form.Handle, WindowAssociationFlags.IgnoreAll);

            // New RenderTargetView from the backbuffer
            var backBuffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
            var renderView = new RenderTargetView(device, backBuffer);

            // Compile Vertex and Pixel shaders
            var vertexShaderByteCode = ShaderBytecode.CompileFromFile("MiniTri.fx", "VS", "vs_4_0", ShaderFlags.None, EffectFlags.None);
            var vertexShader = new VertexShader(device, vertexShaderByteCode);

            var pixelShaderByteCode = ShaderBytecode.CompileFromFile("MiniTri.fx", "PS", "ps_4_0", ShaderFlags.None, EffectFlags.None);
            var pixelShader = new PixelShader(device, pixelShaderByteCode);

            // Layout from VertexShader input signature
            var layout = new InputLayout(
                device,
                ShaderSignature.GetInputSignature(vertexShaderByteCode),
                new[]
                    {
                        new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
                        new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 16, 0)
                    });

            // Instantiate Vertex buiffer from vertex data
            var vertices = Buffer.Create(device, BindFlags.VertexBuffer, new[]
                                  {
                                      new Vector4(0.0f, 0.5f, 0.5f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
                                      new Vector4(0.5f, -0.5f, 0.5f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
                                      new Vector4(-0.5f, -0.5f, 0.5f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f)
                                  });

            // Prepare All the stages
            context.InputAssembler.InputLayout = layout;
            context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, 32, 0));
            context.VertexShader.Set(vertexShader);
            context.Rasterizer.SetViewport(new Viewport(0, 0, form.ClientSize.Width, form.ClientSize.Height, 0.0f, 1.0f));
            context.PixelShader.Set(pixelShader);
            context.OutputMerger.SetTargets(renderView);

            // Main loop
            RenderLoop.Run(form, () =>
                                      {
                                          context.ClearRenderTargetView(renderView, Color.Black);
                                          context.Draw(3, 0);
                                          swapChain.Present(0, PresentFlags.None);
                                      });

            // Release all resources
            vertexShaderByteCode.Dispose();
            vertexShader.Dispose();
            pixelShaderByteCode.Dispose();
            pixelShader.Dispose();
            vertices.Dispose();
            layout.Dispose();
            renderView.Dispose();
            backBuffer.Dispose();
            context.ClearState();
            context.Flush();
            device.Dispose();
            context.Dispose();
            swapChain.Dispose();
            factory.Dispose();
        }
开发者ID:Kammikazy,项目名称:SharpDX-Samples,代码行数:90,代码来源:Program.cs

示例3: Main


//.........这里部分代码省略.........

            // Use clock
            var clock = new Stopwatch();
            clock.Start();

            // Declare texture for rendering
            bool userResized = true;
            Texture2D backBuffer = null;
            RenderTargetView renderView = null;
            Texture2D depthBuffer = null;
            DepthStencilView depthView = null;

            // Setup handler on resize form
            form.UserResized += (sender, args) => userResized = true;

            // Setup full screen mode change F5 (Full) F4 (Window)
            form.KeyUp += (sender, args) =>
                {
                    if (args.KeyCode == Keys.F5)
                        swapChain.SetFullscreenState(true, null);
                    else if (args.KeyCode == Keys.F4)
                        swapChain.SetFullscreenState(false, null);
                    else if (args.KeyCode == Keys.Escape)
                        form.Close();
                };

            // Main loop
            RenderLoop.Run(form, () =>
            {
                // If Form resized
                if (userResized)
                {
                    // Dispose all previous allocated resources
                    ComObject.Dispose(ref backBuffer);
                    ComObject.Dispose(ref renderView);
                    ComObject.Dispose(ref depthBuffer);
                    ComObject.Dispose(ref depthView);

                    // Resize the backbuffer
                    swapChain.ResizeBuffers(desc.BufferCount, form.ClientSize.Width, form.ClientSize.Height, Format.Unknown, SwapChainFlags.None);

                    // Get the backbuffer from the swapchain
                    backBuffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);

                    // Renderview on the backbuffer
                    renderView = new RenderTargetView(device, backBuffer);

                    // Create the depth buffer
                    depthBuffer = new Texture2D(device, new Texture2DDescription()
                    {
                        Format = Format.D32_Float_S8X24_UInt,
                        ArraySize = 1,
                        MipLevels = 1,
                        Width = form.ClientSize.Width,
                        Height = form.ClientSize.Height,
                        SampleDescription = new SampleDescription(1, 0),
                        Usage = ResourceUsage.Default,
                        BindFlags = BindFlags.DepthStencil,
                        CpuAccessFlags = CpuAccessFlags.None,
                        OptionFlags = ResourceOptionFlags.None
                    });

                    // Create the depth buffer view
                    depthView = new DepthStencilView(device, depthBuffer);

                    // Setup targets and viewport for rendering
开发者ID:Nezz,项目名称:SharpDX,代码行数:67,代码来源:Program.cs

示例4: Program


//.........这里部分代码省略.........
            var sampler = new SamplerState(device, new SamplerStateDescription()
            {
                Filter = Filter.MinMagMipLinear,
                AddressU = TextureAddressMode.Wrap,
                AddressV = TextureAddressMode.Wrap,
                AddressW = TextureAddressMode.Wrap,
                BorderColor = Color.Black,
                ComparisonFunction = Comparison.Never,
                MaximumAnisotropy = 16,
                MipLodBias = 0,
                MinimumLod = 0,
                MaximumLod = 16,
            });

            // Create Constant Buffers
            var vertexConstantBuffer = new Buffer(device, Utilities.SizeOf<VertexShaderData>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
            var pixelConstantBuffer = new Buffer(device, Utilities.SizeOf<PixelShaderData>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);

            // Prepare some of the stages. The others are mesh dependent and will be set later       
            context.VertexShader.Set(vertexShader);
            context.Rasterizer.SetViewport(new Viewport(0, 0, form.Width, form.Height, 0.0f, 1.0f));
            context.PixelShader.Set(pixelShader);
            context.PixelShader.SetSampler(0, sampler);
            context.OutputMerger.SetTargets(depthView, renderView);
            context.VertexShader.SetConstantBuffer(0, vertexConstantBuffer);
            context.PixelShader.SetConstantBuffer(0, pixelConstantBuffer);

            //allocate data structs for the vertex and pixel constant buffers
            VertexShaderData vsData = new VertexShaderData();
            PixelShaderData psData = new PixelShaderData();

            //set light position
            psData.lightPos = new Vector4(0, 2.5f, 0, 0);

            //update pixel shader constant buffer. Only need to do this once.
            context.UpdateSubresource(ref psData, pixelConstantBuffer);

            // Calc projection matrix
            var proj = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, form.Width / (float)form.Height, 0.1f, 100.0f);

            // Use clock
            var clock = new Stopwatch();
            clock.Start();

            // Main loop
            RenderLoop.Run(form, () =>
            {
                var time = clock.ElapsedMilliseconds / 1000.0f;

                // Prepare matrices
                Vector3 cameraPosition = new Vector3(0, 3, 5.0f);
                Vector3 cameraLookAt = new Vector3(0, 2.0f, 0);

                //rotate camera
                Vector4 tempPos = Vector3.Transform(cameraPosition, Matrix.RotationY(0.2f * time));
                cameraPosition = new Vector3(tempPos.X, tempPos.Y, tempPos.Z);

                //calculate the view matrix 
                var view = Matrix.LookAtLH(cameraPosition, cameraLookAt, Vector3.UnitY);
                var viewProj = Matrix.Multiply(view, proj);

                // Clear views
                context.ClearDepthStencilView(depthView, DepthStencilClearFlags.Depth, 1.0f, 0);
                context.ClearRenderTargetView(renderView, Color.Black);

                // Update transformation matrices
                vsData.world = Matrix.Translation(0, -model.AABoxCentre.Y / 2, 0);
                vsData.worldView = vsData.world * view;
                vsData.worldViewProj = vsData.world * viewProj;

                //transpose matrices before sending them to the shader
                vsData.world.Transpose();
                vsData.worldView.Transpose();
                vsData.worldViewProj.Transpose();

                //update vertex shader constant buffer
                context.UpdateSubresource(ref vsData, vertexConstantBuffer);

                // Draw the cube
                model.Render(context);

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

            // Release all resources
            model.Dispose();
            vertexShaderByteCode.Dispose();
            vertexShader.Dispose();
            pixelShaderByteCode.Dispose();
            pixelShader.Dispose();
            renderView.Dispose();
            backBuffer.Dispose();
            context.ClearState();
            context.Flush();
            device.Dispose();
            context.Dispose();
            swapChain.Dispose();
            factory.Dispose();
        }
开发者ID:loic-lavergne,项目名称:mckineap,代码行数:101,代码来源:Program.cs

示例5: Main


//.........这里部分代码省略.........
            Matrix proj = Matrix.Identity;

            // Use the clock
            var clock = new Stopwatch();
            clock.Start();

            // Declare texture for rendering (even though we aren't
            // using texture here :) ); we also set up our swap chain back buffer
            bool userResized = true;
            Texture2D backBuffer = null;
            RenderTargetView renderView = null;
            Texture2D depthBuffer = null;
            DepthStencilView depthView = null;

            // Set up the light, a grey ambient light and a white positional light
            // The positional light is currently located above and behind the cube
            // (because it's + in Y and + in Z)
            Vector4 lightAmbCol = new Vector4(0.0f, 0.0f, 0.0f, 1.0f);
            Vector4 lightPntCol = new Vector4(1.0f, 1.0f, 1.0f, 1.0f);
            Vector4 lightPntPos = new Vector4(200.0f, 100.0f, -10.0f, 1.0f);

            // Handle events where we resize our window
            form.UserResized += (sender, args) => userResized = true;

            // Main loop: render the objects for each frame of our scene
            RenderLoop.Run(form, () =>
            {
                // If the window was resized, we need to reorganise
                // various properties of the window (don't worry about
                // this right now)
                if (userResized)
                {
                    // Dispose all previous allocated resources
                    ComObject.Dispose(ref backBuffer);
                    ComObject.Dispose(ref renderView);
                    ComObject.Dispose(ref depthBuffer);
                    ComObject.Dispose(ref depthView);

                    // Resize the backbuffer
                    swapChain.ResizeBuffers(desc.BufferCount, form.ClientSize.Width, form.ClientSize.Height, Format.Unknown, SwapChainFlags.None);

                    // Get the backbuffer from the swapchain
                    backBuffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);

                    // Renderview on the backbuffer
                    renderView = new RenderTargetView(device, backBuffer);

                    // Create the depth buffer
                    depthBuffer = new Texture2D(device, new Texture2DDescription()
                    {
                        Format = Format.D32_Float_S8X24_UInt,
                        ArraySize = 1,
                        MipLevels = 1,
                        Width = form.ClientSize.Width,
                        Height = form.ClientSize.Height,
                        SampleDescription = new SampleDescription(1, 0),
                        Usage = ResourceUsage.Default,
                        BindFlags = BindFlags.DepthStencil,
                        CpuAccessFlags = CpuAccessFlags.None,
                        OptionFlags = ResourceOptionFlags.None
                    });

                    // Create the depth buffer view
                    depthView = new DepthStencilView(device, depthBuffer);

                    // Setup targets and viewport for rendering
开发者ID:Ox5f3759df,项目名称:Greased-Lighting,代码行数:67,代码来源:week8.cs

示例6: 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();
        }
开发者ID:MatejHrlec,项目名称:OculusView,代码行数:101,代码来源:OculusView.cs


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