当前位置: 首页>>代码示例>>C#>>正文


C# RenderForm.Dispose方法代码示例

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


在下文中一共展示了RenderForm.Dispose方法的3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()
        {
            Application.EnableVisualStyles();
            Application.SetCompatibleTextRenderingDefault(false);

            RenderForm form = new RenderForm("Kinect color sample");

            RenderDevice device = new RenderDevice(SharpDX.Direct3D11.DeviceCreationFlags.BgraSupport);
            RenderContext context = new RenderContext(device);
            DX11SwapChain swapChain = DX11SwapChain.FromHandle(device, form.Handle);

            KinectSensor sensor = KinectSensor.GetDefault();
            sensor.Open();

            bool doQuit = false;
            bool doUpload = false;
            ColorRGBAFrameData currentData = null;
            DynamicColorRGBATexture colorTexture = new DynamicColorRGBATexture(device);
            KinectSensorColorRGBAFrameProvider provider = new KinectSensorColorRGBAFrameProvider(sensor);
            provider.FrameReceived += (sender, args) => { currentData = args.FrameData; doUpload = true; };

            form.KeyDown += (sender, args) => { if (args.KeyCode == Keys.Escape) { doQuit = true; } };

            RenderLoop.Run(form, () =>
            {
                if (doQuit)
                {
                    form.Dispose();
                    return;
                }

                if (doUpload)
                {
                    colorTexture.Copy(context, currentData);
                    doUpload = false;
                }

                context.RenderTargetStack.Push(swapChain);

                device.Primitives.ApplyFullTri(context, colorTexture.ShaderView);

                device.Primitives.FullScreenTriangle.Draw(context);
                context.RenderTargetStack.Pop();
                swapChain.Present(0, SharpDX.DXGI.PresentFlags.None);
            });

            swapChain.Dispose();
            context.Dispose();
            device.Dispose();

            colorTexture.Dispose();
            provider.Dispose();

            sensor.Close();
        }
开发者ID:semihguresci,项目名称:kgp,代码行数:55,代码来源:Program.cs

示例2: Main


//.........这里部分代码省略.........
                            Height   = worldSize.Height
                        }, 30f);
                emitters[i].Modifiers.Add(new MoveModifier(), 60f);
            };

            var renderer = new PointSpriteRenderer(device, budget)
            {
            //                EnableFastFade = true
            };

            var texture = Texture.FromFile(device, "Pixel.dds");

            var fontDescription = new FontDescription
            {
                Height         = 16,
                FaceName       = "Consolas",
                PitchAndFamily = FontPitchAndFamily.Mono,
                Quality        = FontQuality.Draft
            };

            var font = new Font(device, fontDescription);

            var totalTimer = Stopwatch.StartNew();
            var updateTimer = new Stopwatch();
            var renderTimer = new Stopwatch();

            var totalTime = 0f;

            foreach (var emitter in emitters)
            {
                emitter.Trigger(Coordinate.Origin);
            }

            float updateTime = 0f;

            RenderLoop.Run(form, () =>
                {
                    // ReSharper disable AccessToDisposedClosure
                    var frameTime = ((float)totalTimer.Elapsed.TotalSeconds) - totalTime;
                    totalTime = (float)totalTimer.Elapsed.TotalSeconds;

                    var mousePosition = form.PointToClient(RenderForm.MousePosition);

                    Task.WaitAll(
                        Task.Factory.StartNew(() =>
                        {
                            var mouseVector = new Vector3(mousePosition.X, mousePosition.Y, 0f);
                            var unprojected = Vector3.Unproject(mouseVector, 0, 0, renderSize.Width, renderSize.Height, 0f, 1f, wvp);

                            Parallel.ForEach(emitters, emitter => ((VortexModifier)emitter.Modifiers.ElementAt(1)).Position = new Coordinate(unprojected.X, unprojected.Y));

                            updateTimer.Restart();
                            Parallel.ForEach(emitters, emitter => emitter.Update(frameTime));
                            updateTimer.Stop();
                            updateTime = (float)updateTimer.Elapsed.TotalSeconds;
                            _updateTimes.Add(updateTime);
                        }),
                        Task.Factory.StartNew(() =>
                        {
                            device.Clear(ClearFlags.Target, Color.Black, 1f, 0);
                            device.BeginScene();

                            renderTimer.Restart();
                            for (int i = 0; i < numEmitters; i++)
                            {
                                renderer.Render(emitters[i], wvp, texture);
                            }
                            renderTimer.Stop();
                            var renderTime = (float)renderTimer.Elapsed.TotalSeconds;

                            var totalUpdateTime = 0f;
            //	                        foreach (var time in _updateTimes)
            //	                        {
            //		                        totalUpdateTime += time;
            //	                        }
            //	                        totalUpdateTime /= _updateTimes.Count;
            //
            //							if(_updateTimes.Count > 100)
            //								_updateTimes.RemoveAt(0);

                            font.DrawText(null, String.Format("Time:        {0}", totalTimer.Elapsed), 0, 0, Color.White);
                            font.DrawText(null, String.Format("Particles:   {0:n0}", emitters[0].ActiveParticles * numEmitters), 0, 16, Color.White);
                            font.DrawText(null, String.Format("Update:      {0:n4} ({1,8:P2})", updateTime, updateTime / 0.01666666f), 0, 32, Color.White);
                            font.DrawText(null, String.Format("Render:      {0:n4} ({1,8:P2})", renderTime, renderTime / 0.01666666f), 0, 48, Color.White);

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

                    if (Keyboard.IsKeyDown(Key.Escape))
                        Environment.Exit(0);
            // ReSharper restore AccessToDisposedClosure
                });

            form.Dispose();
            font.Dispose();
            device.Dispose();
            direct3d.Dispose();
        }
开发者ID:BraveSirAndrew,项目名称:mercury-particle-engine,代码行数:101,代码来源:Program.cs

示例3: Main

        public static void Main()
        {
            var form = new RenderForm("SimpleD3D9 by C#") { ClientSize = new Size(1024, 768) };

            var device = new D3D9Device(
                new Direct3D(),
                CUDADevice.Default.ID,
                DeviceType.Hardware,
                form.Handle,
                CreateFlags.HardwareVertexProcessing,
                new PresentParameters(form.ClientSize.Width, form.ClientSize.Height));

            var vertices = new VertexBuffer(device, Utilities.SizeOf<Vector4>()*Total, Usage.WriteOnly,
                VertexFormat.None, Pool.Default);

            var vertexElems = new []
            {
                new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Position, 0),
                new VertexElement(0, 12, DeclarationType.Ubyte4, DeclarationMethod.Default, DeclarationUsage.Color, 0),
                VertexElement.VertexDeclarationEnd
            };

            var vertexDecl = new VertexDeclaration(device, vertexElems);

            var worker = Worker.CreateByFunc(() => Generate(device));
            var updater = new SimpleD3D9(GPUModuleTarget.Worker(worker));

            var view = Matrix.LookAtLH(
                new Vector3(0.0f, 3.0f, -2.0f), // the camera position
                new Vector3(0.0f, 0.0f, 0.0f),  // the look-at position
                new Vector3(0.0f, 1.0f, 0.0f)); // the up direction

            var proj = Matrix.PerspectiveFovLH(
                (float) (Math.PI/4.0), // the horizontal field of view
                1.0f,
                1.0f,
                100.0f);

            device.SetTransform(TransformState.View, view);
            device.SetTransform(TransformState.Projection, proj);
            device.SetRenderState(RenderState.Lighting, false);

            var vbres = RegisterVerticesResource(vertices);
            var clock = System.Diagnostics.Stopwatch.StartNew();

            RenderLoop.Run(form, () =>
            {
                var time = (float) (clock.Elapsed.TotalMilliseconds)/300.0f;
                updater.Update(vbres, time);

                // Now normal D3D9 rendering procedure.
                device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, new ColorBGRA(0, 40, 100, 0), 1.0f, 0);
                device.BeginScene();

                device.VertexDeclaration = vertexDecl;
                device.SetStreamSource(0, vertices, 0, Utilities.SizeOf<Vector4>());
                // we use PointList as the graphics primitives
                device.DrawPrimitives(SharpDX.Direct3D9.PrimitiveType.PointList, 0, Total);

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

            UnregisterVerticesResource(vbres);

            updater.Dispose();
            worker.Dispose();
            vertexDecl.Dispose();
            vertices.Dispose();
            device.Dispose();
            form.Dispose();
        }
开发者ID:magoroku15,项目名称:AleaGPUTutorial,代码行数:72,代码来源:SimpleD3D9.cs


注:本文中的SharpDX.Windows.RenderForm.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。