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C# InputLayout类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中InputLayout的典型用法代码示例。如果您正苦于以下问题:C# InputLayout类的具体用法?C# InputLayout怎么用?C# InputLayout使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



InputLayout类属于命名空间,在下文中一共展示了InputLayout类的20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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: BasicEffect

        /// <summary>
        /// Crée une nouvelle instance de BasicEffect.
        /// </summary>
        public BasicEffect(Device device)
        {
            m_effect = Ressources.EffectCache.Get("Shaders\\basic_effect2.fx");

            float Km = 0.0025f;
            float Kr = 0.0015f;
            float ESun = Planet.ESun;
            float fOuterRadius = Planet.AtmosphereRadius; // 50
            float fInnerRadius = Planet.PlanetRadius; // 44
            float fScale = 1.0f / (fOuterRadius - fInnerRadius);
            float fScaleDepth = Planet.ScaleDepth;

            m_effect.GetVariableByName("v3InvWavelength").AsVector().Set(new Vector3(1.0f / (float)Math.Pow(0.650, 4),
                1.0f / (float)Math.Pow(0.570f, 4),
                1.0f / (float)Math.Pow(0.475f, 4)));
            m_effect.GetVariableByName("fOuterRadius").AsScalar().Set(fOuterRadius);
            m_effect.GetVariableByName("fOuterRadius2").AsScalar().Set(fOuterRadius * fOuterRadius);
            m_effect.GetVariableByName("fInnerRadius").AsScalar().Set(fInnerRadius);
            m_effect.GetVariableByName("fInnerRadius2").AsScalar().Set(fInnerRadius * fInnerRadius);
            m_effect.GetVariableByName("fKrESun").AsScalar().Set(Kr * ESun);
            m_effect.GetVariableByName("fKmESun").AsScalar().Set(Km * ESun);
            m_effect.GetVariableByName("fKr4PI").AsScalar().Set(Kr * 4.0f * (float)Math.PI);
            m_effect.GetVariableByName("fKm4PI").AsScalar().Set(Km * 4.0f * (float)Math.PI);
            m_effect.GetVariableByName("fScaleDepth").AsScalar().Set(fScaleDepth);
            m_effect.GetVariableByName("fInvScaleDepth").AsScalar().Set(1.0f / fScaleDepth);
            m_effect.GetVariableByName("fScale").AsScalar().Set(fScale);
            m_effect.GetVariableByName("fScaleOverScaleDepth").AsScalar().Set(fScale / fScaleDepth);
            m_effect.GetVariableByName("xFar").AsScalar().Set(100f);
            m_effect.GetVariableByName("xNear").AsScalar().Set(0.1f);
            m_inputLayout = new InputLayout(
                device,
                m_effect.GetTechniqueByIndex(0).GetPassByIndex(0).Description.Signature,
                VertexPositionTextureNormal.LayoutElements);
            m_device = device;
        }
开发者ID:crissian,项目名称:planets,代码行数:38,代码来源:BasicEffect.cs


示例2: DrawBatch

 public DrawBatch(Device device, Effect effect, IEnumerable<VertexBufferBinding> vertexBuffers, InputLayout inputLayout,
     int vertexCount, int baseVertex)
     : base(device, effect, vertexBuffers, inputLayout)
 {
     VertexCount = vertexCount;
     BaseVertex = baseVertex;
 }
开发者ID:TheProjecter,项目名称:romantiquex,代码行数:7,代码来源:DrawBatch.cs


示例3: ObjRenderer

        public ObjRenderer(Form1 F)
            : base(F.Device)
        {
            P = F;
            PortalRoomManager.Equals(null, null);
            S = new Sorter();
            string s0 = Environment.CurrentDirectory + "/resources/shaders/ambient_fast.fx";
            SB_V = ShaderBytecode.CompileFromFile(s0, "VS_STATIC", "vs_4_0", ManagedSettings.ShaderCompileFlags, EffectFlags.None);
            SB_P = ShaderBytecode.CompileFromFile(s0, "PS", "ps_4_0", ManagedSettings.ShaderCompileFlags, EffectFlags.None);
            VS = new VertexShader(F.Device.HadrwareDevice(), SB_V);
            PS = new PixelShader(F.Device.HadrwareDevice(), SB_P);
            IL = new InputLayout(Device.HadrwareDevice(), SB_V, StaticVertex.ies);
            BufferDescription desc = new BufferDescription
            {
                Usage = ResourceUsage.Default,
                SizeInBytes = 2 * 64,
                BindFlags = BindFlags.ConstantBuffer
            };
            cBuf = new SlimDX.Direct3D11.Buffer(Device.HadrwareDevice(), desc);
            dS = new DataStream(2 * 64, true, true);

            BufferDescription desc2 = new BufferDescription
            {
                Usage = ResourceUsage.Default,
                SizeInBytes = 64,
                BindFlags = BindFlags.ConstantBuffer
            };
            cBuf2 = new SlimDX.Direct3D11.Buffer(Device.HadrwareDevice(), desc2);
            dS2 = new DataStream(64, true, true);
        }
开发者ID:hhergeth,项目名称:RisenEditor,代码行数:30,代码来源:ObjRenderer.cs


示例4: LoadResources

		public override void LoadResources()
		{
			if (m_Disposed == true)
			{
				m_Effect = m_Effect = new Effect(GameEnvironment.Device, Bytecode); // Effect.FromFile(GameEnvironment.Device, Helper.ResolvePath(m_ShaderLocation), "fx_4_0", ShaderFlags.None, EffectFlags.None, null, null);
				m_Technique = m_Effect.GetTechniqueByName("RenderParticles");
				m_ParticlePass_Add = m_Technique.GetPassByName("Add");

				m_Layout = new InputLayout(GameEnvironment.Device, m_ParticlePass_Add.Description.Signature, new[] {
					new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
					new InputElement("TEXCOORD", 0, Format.R32G32_Float, 16, 0),				
					new InputElement("INST_POSITION", 0, Format.R32G32B32_Float, 0, 1, InputClassification.PerInstanceData, 1),
					new InputElement("INST_COLOR", 0, Format.R32G32B32A32_Float, 12, 1, InputClassification.PerInstanceData, 1), 					
				});

				m_WorldViewProj = m_Effect.GetVariableByName("worldViewProj").AsMatrix();
				m_ParticleTexture = m_Effect.GetVariableByName("particle_texture").AsResource();
				m_AmpScale = m_Effect.GetVariableByName("ampScale").AsScalar();
				m_PartScaleX = m_Effect.GetVariableByName("partScaleX").AsScalar();
				m_PartScaleY = m_Effect.GetVariableByName("partScaleY").AsScalar(); 
				m_MaxDistance = m_Effect.GetVariableByName("maxDistance").AsScalar();
				m_MinDistance = m_Effect.GetVariableByName("minDistance").AsScalar();
				m_ScaleDistance = m_Effect.GetVariableByName("scaleDistance").AsScalar();

				m_Disposed = false;
			}
		}
开发者ID:RugCode,项目名称:drg-pt,代码行数:27,代码来源:ParticleEffect.cs


示例5: OnResourceLoad

        protected override void OnResourceLoad()
        {
            using (Texture2D texture = Texture2D.FromSwapChain<Texture2D>(Context10.SwapChain, 0))
            {
                renderTargetView = new RenderTargetView(Context10.Device, texture);
            }

            effect = Effect.FromFile(Context10.Device, "SimpleTriangle10.fx", "fx_4_0");
            technique = effect.GetTechniqueByIndex(0);
            pass = technique.GetPassByIndex(0);

            ShaderSignature signature = pass.Description.Signature;
            inputLayout = new InputLayout(Context10.Device, signature, new[] {
				new InputElement("POSITION", 0, SlimDX.DXGI.Format.R32G32B32A32_Float, 0, 0),
				new InputElement("COLOR", 0, SlimDX.DXGI.Format.R32G32B32A32_Float, 16, 0) 
			});

            vertexBuffer = new Buffer(
                    Context10.Device,
                    3 * 32,
                    ResourceUsage.Dynamic,
                    BindFlags.VertexBuffer,
                    CpuAccessFlags.Write,
                    ResourceOptionFlags.None
            );

            DataStream stream = vertexBuffer.Map(MapMode.WriteDiscard, MapFlags.None);
            stream.WriteRange(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)
			});
            vertexBuffer.Unmap();
        }
开发者ID:zhandb,项目名称:slimdx,代码行数:34,代码来源:SimpleTriangleSample10.cs


示例6: RenderTechnique

 public RenderTechnique(string name, Effect effect, InputLayout layout)
 {
     this.Name = name;
     this.Device = effect.Device;
     this.Effect = effect;
     this.EffectTechnique = effect.GetTechniqueByName(this.Name);
     this.InputLayout = layout;
 }
开发者ID:dermeister0,项目名称:helix-toolkit,代码行数:8,代码来源:Effects.cs


示例7: MeshMaterialBinding

        public MeshMaterialBinding(Device device, Material material, Mesh mesh)
        {
            mDevice = device;
            mMesh = mesh;
            mPass = material.GetFirstPass();

            mInputLayout = new InputLayout(device, mPass.Description.Signature, mesh.GetInputElements());
        }
开发者ID:Christof,项目名称:ionfish,代码行数:8,代码来源:MeshMaterialBinding.cs


示例8: SetLayout

 protected override int SetLayout(Device device)
 {
     layout = new InputLayout(device, effect.GetTechniqueByIndex(0).GetPassByIndex(0).Description.Signature, new[] {
         new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
         new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 16, 0)
     });
     return 16 * 2;
 }
开发者ID:samuto,项目名称:HelloWorld,代码行数:8,代码来源:FXSimple.cs


示例9: LoadResources

		public override void LoadResources()
		{
			if (m_Disposed == true)
			{
				m_Effect = m_Effect = new Effect(GameEnvironment.Device, Bytecode); // Effect.FromFile(GameEnvironment.Device, Helper.ResolvePath(m_ShaderLocation), "fx_4_0", ShaderFlags.None, EffectFlags.None, null, null);
				m_Technique = m_Effect.GetTechniqueByName("Imposter");

				m_Pass_NoBlend = m_Technique.GetPassByName("NoBlend");
				m_Pass_OverlayAdd = m_Technique.GetPassByName("OverlayAdd");
				m_Pass_OverlaySubtract = m_Technique.GetPassByName("OverlaySubtract");
				m_Pass_OverlayInvert = m_Technique.GetPassByName("OverlayInvert");
				m_Pass_OverlayAlpha = m_Technique.GetPassByName("OverlayAlpha");

				m_Technique_BrightPass = m_Effect.GetTechniqueByName("Imposter_BrightPass");

				m_Pass_NoBlend_BrightPass = m_Technique_BrightPass.GetPassByName("NoBlend");
				m_Pass_OverlayAdd_BrightPass = m_Technique_BrightPass.GetPassByName("OverlayAdd");
				m_Pass_OverlaySubtract_BrightPass = m_Technique_BrightPass.GetPassByName("OverlaySubtract");
				m_Pass_OverlayAlpha_BrightPass = m_Technique_BrightPass.GetPassByName("OverlayAlpha");

				m_ImposterTextureResource = m_Effect.GetVariableByName("imposter").AsResource();

				m_BrightPassThreshold = m_Effect.GetVariableByName("brightPassThreshold").AsScalar();

				m_Layout = new InputLayout(GameEnvironment.Device, m_Pass_NoBlend.Description.Signature, new[] {
					new InputElement("POSITION", 0, Format.R32G32_Float, 0, 0),
					new InputElement("TEXCOORD", 0, Format.R32G32_Float, 8, 0)		
				});

				float minX = -1f, miny = -1f, maxX = 1f, maxY = 1f;

				using (DataStream stream = new DataStream(4 * Marshal.SizeOf(typeof(Vertex2D)), true, true))
				{
					stream.WriteRange(new Vertex2D[] {					
						new Vertex2D() { Position = new Vector2(maxX, miny), TextureCoords =  new Vector2(1.0f, 1.0f) }, 
						new Vertex2D() { Position = new Vector2(minX, miny), TextureCoords =  new Vector2(0.0f, 1.0f) }, 
						new Vertex2D() { Position = new Vector2(maxX, maxY), TextureCoords = new Vector2(1.0f, 0.0f) },  
						new Vertex2D() { Position = new Vector2(minX, maxY), TextureCoords =  new Vector2(0.0f, 0.0f) } 
					});
					stream.Position = 0;

					m_Vertices = new SlimDX.Direct3D11.Buffer(GameEnvironment.Device, stream, new BufferDescription()
					{
						BindFlags = BindFlags.VertexBuffer,
						CpuAccessFlags = CpuAccessFlags.None,
						OptionFlags = ResourceOptionFlags.None,
						SizeInBytes = 4 * Marshal.SizeOf(typeof(Vertex2D)),
						Usage = ResourceUsage.Default
					});
				}

				m_VerticesBindings = new VertexBufferBinding(m_Vertices, Marshal.SizeOf(typeof(Vertex2D)), 0);

				m_Disposed = false;
			}
		}
开发者ID:RugCode,项目名称:drg-pt,代码行数:56,代码来源:ImposterFloatEffect.cs


示例10: DrawIndexedBatch

 public DrawIndexedBatch(Device device, Effect effect, IEnumerable<VertexBufferBinding> vertexBuffers, InputLayout inputLayout,
     Buffer indexBuffer, Format indexBufferFormat,
     int indexCount, int startIndex, int baseVertex)
     : base(device, effect, vertexBuffers, inputLayout)
 {
     IndexBuffer = indexBuffer;
     IndexBufferFormat = indexBufferFormat;
     IndexCount = indexCount;
     StartIndex = startIndex;
     BaseVertex = baseVertex;
 }
开发者ID:TheProjecter,项目名称:romantiquex,代码行数:11,代码来源:DrawIndexedBatch.cs


示例11: GeometryInputShaderBinding

        public GeometryInputShaderBinding(GeometryMesh geometryMesh, VertexShader10 vertexShader, PixelShader10 pixelShader)
        {
            m_geometryMesh = geometryMesh;
            m_pixelShader = pixelShader;
            m_vertexShader = vertexShader;

            /* Create the D3D input layout for the GPU */
            m_inputLayout = new InputLayout(geometryMesh.InternalDevice, 
                                            vertexShader.InternalShaderByteCode, 
                                            geometryMesh.GetInputElements());
        }
开发者ID:treytomes,项目名称:DirectCanvas,代码行数:11,代码来源:GeometryInputShaderBinding.cs


示例12: SetLayout

 protected override int SetLayout(Device device)
 {
     layout = new InputLayout(device, effect.GetTechniqueByIndex(0).GetPassByIndex(0).Description.Signature, new[] {
         new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0), //16
         new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 16, 0), //16
         new InputElement("NORMAL", 0, Format.R32G32B32_Float, 32, 0), //12
         new InputElement("TEXCOORD", 0, Format.R32G32_Float, 44, 0),  //8
         new InputElement("PSIZE", 0, Format.R32_Float, 52, 0),  //4
     });
     return 56;
 }
开发者ID:samuto,项目名称:HelloWorld,代码行数:11,代码来源:FXTiles.cs


示例13: ShaderBase

 /// <summary>
 /// Initializes a new instance of the <see cref="ShaderBase" /> class.
 /// </summary>
 /// <param name="device">The device.</param>
 /// <param name="vertexShaderPath">The vertex shader file path.</param>
 /// <param name="pixelShaderPath">The pixel shader file path.</param>
 protected ShaderBase(Device device, string vertexShaderPath, string pixelShaderPath, IInputLayoutProvider inputLayoutMaker)
 {
     ShaderSignature inputSignature;
     using (ShaderBytecode bytecode = ShaderBytecode.CompileFromFile(vertexShaderPath, "VShader", "vs_4_0", ShaderFlags.None, EffectFlags.None))
     {
         vertexShader = new VertexShader(device, bytecode);
         inputSignature = ShaderSignature.GetInputSignature(bytecode);
     }
     using (ShaderBytecode bytecode = ShaderBytecode.CompileFromFile(pixelShaderPath, "PShader", "ps_4_0", ShaderFlags.None, EffectFlags.None))
         pixelShader = new PixelShader(device, bytecode);
     inputLayout = inputLayoutMaker.MakeInputLayout(device, inputSignature);
 }
开发者ID:nickudell,项目名称:PigmentFramework,代码行数:18,代码来源:ShaderBase.cs


示例14: DebugRenderer

        public DebugRenderer( SlimDX.Direct3D11.Device device )
        {
            mEffect = EffectUtil.CompileEffect( device, @"Shaders\DebugRenderer.fx" );

            var positionInputElements = new[]
                                        {
                                            new InputElement( "POSITION", 0, POSITION_FORMAT, POSITION_SLOT )
                                        };

            var positionTexcoordInputElements = new[]
                                                {
                                                    new InputElement( "POSITION", 0, POSITION_FORMAT, POSITION_SLOT ),
                                                    new InputElement( "TEXCOORD", 0, TEXCOORD_FORMAT, TEXCOORD_SLOT )
                                                };

            EffectTechnique effectTechnique;

            effectTechnique = mEffect.GetTechniqueByName( "RenderWireframe" );
            mRenderWireframePass = effectTechnique.GetPassByName( "RenderWireframe" );

            effectTechnique = mEffect.GetTechniqueByName( "RenderSolid" );
            mRenderSolidPass = effectTechnique.GetPassByName( "RenderSolid" );

            effectTechnique = mEffect.GetTechniqueByName( "RenderTexture3D" );
            mRenderTexture3DPass = effectTechnique.GetPassByName( "RenderTexture3D" );

            effectTechnique = mEffect.GetTechniqueByName( "RenderGreyScaleTexture3D" );
            mRenderGreyScaleTexture3DPass = effectTechnique.GetPassByName( "RenderGreyScaleTexture3D" );

            mRenderWireframeInputLayout = new InputLayout( device, mRenderWireframePass.Description.Signature, positionInputElements );
            mRenderSolidInputLayout = new InputLayout( device, mRenderSolidPass.Description.Signature, positionInputElements );
            mRenderTexture3DInputLayout = new InputLayout( device, mRenderTexture3DPass.Description.Signature, positionTexcoordInputElements );
            mRenderGreyScaleTexture3DInputLayout = new InputLayout( device, mRenderGreyScaleTexture3DPass.Description.Signature, positionTexcoordInputElements );

            mPositionVertexBuffer = new SlimDX.Direct3D11.Buffer( device,
                                                                  null,
                                                                  NUM_VERTICES * POSITION_NUM_COMPONENTS_PER_VERTEX * POSITION_NUM_BYTES_PER_COMPONENT,
                                                                  ResourceUsage.Dynamic,
                                                                  BindFlags.VertexBuffer,
                                                                  CpuAccessFlags.Write,
                                                                  ResourceOptionFlags.None,
                                                                  0 );

            mTexCoordVertexBuffer = new SlimDX.Direct3D11.Buffer( device,
                                                                  null,
                                                                  NUM_VERTICES * TEXCOORD_NUM_COMPONENTS_PER_VERTEX * TEXCOORD_NUM_BYTES_PER_COMPONENT,
                                                                  ResourceUsage.Dynamic,
                                                                  BindFlags.VertexBuffer,
                                                                  CpuAccessFlags.Write,
                                                                  ResourceOptionFlags.None,
                                                                  0 );
        }
开发者ID:Rhoana,项目名称:Mojo,代码行数:52,代码来源:DebugRenderer.cs


示例15: ValidateLayout

 public bool ValidateLayout(EffectPass pass, out InputLayout layout)
 {
     layout = null;
     try
     {
         layout = new InputLayout(context.Device, pass.Description.Signature, this.InputLayout);
         return true;
     }
     catch
     {
         return false;
     }
 }
开发者ID:kopffarben,项目名称:FeralTic,代码行数:13,代码来源:DX11BaseGeometry.cs


示例16: RenderCommand

 public RenderCommand(Renderer renderer, IMaterial material, RenderableCollection sceneNodeCollection)
     : base(CommandType.Render)
 {
     Contract.Requires<NullReferenceException>(renderer != null);
     Contract.Requires<NullReferenceException>(material != null);
     CommandAttributes |= CommandAttributes.MonoRendering;
     Renderer = renderer;
     Items = sceneNodeCollection;
     Material = material;
     Technique = Material.EffectDescription.Technique;
     Pass = Technique.GetPassByIndex(Material.EffectDescription.Pass);
     InputLayout = new InputLayout(Game.Context.Device, Pass.Description.Signature, Items.Description.InputElements);
 }
开发者ID:yong-ja,项目名称:starodyssey,代码行数:13,代码来源:RenderCommand.cs


示例17: Draw

        internal override void Draw(SlimDX.Direct3D11.DeviceContext context)
        {
            Effect effect;
            using (ShaderBytecode byteCode = ShaderBytecode.CompileFromFile("Graphics/Effects/default.fx", "bidon", "fx_5_0", ShaderFlags.OptimizationLevel3, EffectFlags.None))
            {
                effect = new Effect(context.Device, byteCode);
            }
            var technique = effect.GetTechniqueByIndex(1);
            var pass = technique.GetPassByIndex(0);
            InputLayout inputLayout = new InputLayout(context.Device, pass.Description.Signature, new[] {
                new InputElement("POSITION", 0, SlimDX.DXGI.Format.R32G32B32_Float, 0),
                new InputElement("COLOR", 0, SlimDX.DXGI.Format.R8G8B8A8_UNorm, InputElement.AppendAligned, 0)
            });

            DataStream vertices = new DataStream((Vector3.SizeInBytes + 4) * 6, true, true);
            vertices.Write(new ColoredVertex(new Vector3(1.0f, 1.0f, 0.0f), new Color4(1.0f, 0.0f, 0.0f, 0.0f).ToArgb()));
            vertices.Write(new ColoredVertex(new Vector3(-1.0f, 1.0f, 0.0f), new Color4(1.0f, 0.0f, 0.0f, 0.0f).ToArgb()));
            vertices.Write(new ColoredVertex(new Vector3(-1.0f, -1.0f, 0.0f), new Color4(1.0f, 0.0f, 0.0f, 0.0f).ToArgb()));
            vertices.Write(new ColoredVertex(new Vector3(-1.0f, -1.0f, 0.0f), new Color4(1.0f, 0.0f, 0.0f, 0.0f).ToArgb()));
            vertices.Write(new ColoredVertex(new Vector3(1.0f, 1.0f, 0.0f), new Color4(1.0f, 0.0f, 0.0f, 0.0f).ToArgb()));
            vertices.Write(new ColoredVertex(new Vector3(1.0f, -1.0f, 0.0f), new Color4(1.0f, 0.0f, 0.0f, 0.0f).ToArgb()));

            vertices.Position = 0;
            BufferDescription bd = new BufferDescription()
            {
                Usage = ResourceUsage.Default,
                SizeInBytes = 16 * 6,
                BindFlags = BindFlags.VertexBuffer,
                CpuAccessFlags = CpuAccessFlags.None
            };

            var vertexBuffer = new SlimDX.Direct3D11.Buffer(context.Device, vertices, bd);

            context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertexBuffer, 16, 0));
            //context.InputAssembler.SetIndexBuffer(indices, Format.R16_UInt, 0);

            /* scale * rotation * translation */
            Matrix worldMatrix = Matrix.Scaling(Scale) * Matrix.RotationYawPitchRoll(Rotation.Y, Rotation.X, Rotation.Z) * Matrix.Translation(Position);

            Matrix viewMatrix = Camera.ViewMatrix;

            Matrix projectionMatrix = Camera.ProjectionMatrix;

            effect.GetVariableByName("finalMatrix").AsMatrix().SetMatrix(worldMatrix * viewMatrix * projectionMatrix);

            context.InputAssembler.InputLayout = inputLayout;
            context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleStrip;

            pass.Apply(context);
            context.Draw(6, 0);
        }
开发者ID:eldernos,项目名称:SlimDXEngine,代码行数:51,代码来源:Rectangle.cs


示例18: UserInterfaceRenderCommand

 public UserInterfaceRenderCommand(Renderer renderer, Hud hud, RenderableNode rNode)
     : base(renderer, new UIMaterial(),
         new RenderableCollection(UIMaterial.ItemsDescription, new [] {rNode}))
 {
     CommandType = CommandType.UserInterfaceRenderCommand;
     CommandAttributes |= Graphics.CommandAttributes.MonoRendering;
     this.hud = hud;
     textMaterial = new TextMaterial();
     this.rNode = rNode;
     this.rNode.RenderableObject.Material = Material;
     tNode = (TransformNode)rNode.Parent;
     UpdateSprites(hud.SpriteControls);
     textTechnique = textMaterial.EffectDescription.Technique;
     textPass = textTechnique.GetPassByIndex(textMaterial.EffectDescription.Pass);
     textLayout = new InputLayout(Game.Context.Device, textPass.Description.Signature,
         TextItems.Description.InputElements);
 }
开发者ID:yong-ja,项目名称:starodyssey,代码行数:17,代码来源:UserInterfaceRenderCommand.cs


示例19: DefaultRenderer

        public DefaultRenderer(Device graphicsDevice, Camera camera, VoxelMeshContainer container)
        {
            this.graphicsDevice = graphicsDevice;
            this.camera = camera;
            this.container = container;

#if DEBUG
            shader = new Effect(graphicsDevice, ShaderPrecompiler.PrecompileOrLoad(@"Shaders\VoxelMesh.hlsl", "fx_5_0", ShaderFlags.Debug, EffectFlags.None));
#else
            shader = new Effect(graphicsDevice, ShaderPrecompiler.PrecompileOrLoad(@"Shaders\VoxelMesh.hlsl", "fx_5_0", ShaderFlags.None, EffectFlags.None));
#endif

            layout = new InputLayout(graphicsDevice, shader.GetTechniqueByIndex(0).GetPassByIndex(0).Description.Signature, new[]
			{
				new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0, InputClassification.PerVertexData, 0),
				new InputElement("NORMAL", 0, Format.R32G32B32_Float, 12, 0, InputClassification.PerVertexData, 0),
				new InputElement("AMBIENT", 0, Format.R32_Float, 24, 0, InputClassification.PerVertexData, 0)
			});
        }
开发者ID:barograf,项目名称:VoxelTerrain,代码行数:19,代码来源:DefaultRenderer.cs


示例20: AdjustSegmentationRenderingStrategy

        public AdjustSegmentationRenderingStrategy( SlimDX.Direct3D11.Device device, DeviceContext deviceContext, TileManager tileManager )
        {
            mTileManager = tileManager;
            mDebugRenderer = new DebugRenderer( device );

            mEffect = EffectUtil.CompileEffect( device, @"Shaders\AdjustRenderer2D.fx" );

            var positionTexcoordInputElements = new[]
                                                {
                                                    new InputElement( "POSITION", 0, POSITION_FORMAT, POSITION_SLOT ),
                                                    new InputElement( "TEXCOORD", 0, TEXCOORD_FORMAT, TEXCOORD_SLOT )
                                                };

            EffectTechnique effectTechnique = mEffect.GetTechniqueByName( "TileManager2D" );
            mPass = effectTechnique.GetPassByName( "TileManager2D" );

            mInputLayout = new InputLayout( device, mPass.Description.Signature, positionTexcoordInputElements );

            mPositionVertexBuffer = new Buffer( device,
                                                null,
                                                QUAD_NUM_VERTICES * POSITION_NUM_COMPONENTS_PER_VERTEX * POSITION_NUM_BYTES_PER_COMPONENT,
                                                ResourceUsage.Dynamic,
                                                BindFlags.VertexBuffer,
                                                CpuAccessFlags.Write,
                                                ResourceOptionFlags.None,
                                                0 );

            mTexCoordVertexBuffer = new Buffer( device,
                                                null,
                                                QUAD_NUM_VERTICES * TEXCOORD_NUM_COMPONENTS_PER_VERTEX * TEXCOORD_NUM_BYTES_PER_COMPONENT,
                                                ResourceUsage.Dynamic,
                                                BindFlags.VertexBuffer,
                                                CpuAccessFlags.Write,
                                                ResourceOptionFlags.None,
                                                0 );

            //bool result;
            //mTinyTextContext = new Context( device, deviceContext, Constants.MAX_NUM_TINY_TEXT_CHARACTERS, out result );
            //Release.Assert( result );

            mStopwatch.Start();
        }
开发者ID:Rhoana,项目名称:Mojo,代码行数:42,代码来源:AdjustSegmentationRenderingStrategy.cs



注:本文中的InputLayout类示例整理自Github/MSDocs等源码及文档管理平台,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。


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上一篇:
C# InputManager类代码示例发布时间:2022-05-24
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C# InputHelper类代码示例发布时间:2022-05-24
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