/// <summary>
        /// Gets the bitmap resource.
        /// </summary>
        /// <param name="resourceManager">The resource manager.</param>
        /// <param name="relativeUri">The relative URI.</param>
        /// <param name="assemblyName">Name of the assembly.</param>
        /// <returns>The bitmap, or null if not found.</returns>
        public static BitmapImage GetBitmap(this IResourceManager resourceManager, string relativeUri, string assemblyName)
        {
            var stream = resourceManager.GetStream(relativeUri, assemblyName);

            if (stream == null)
            {
                return(null);
            }

            using (stream)
            {
                var bmp = new BitmapImage();

#if SILVERLIGHT
                bmp.SetSource(stream);
#else
                bmp.BeginInit();
                bmp.StreamSource = stream;
                bmp.EndInit();
                bmp.Freeze();
#endif

                return(bmp);
            }
        }
Example #2
0
        public static Effect FromResource(Device device, string resourcePath)
        {
            IResourceManager resourceManager = IoC.Get <IResourceManager>();
            Stream           effectStream    = resourceManager.GetStream(resourcePath, Assembly.GetExecutingAssembly().GetAssemblyName());

            return(Effect.FromStream(device, effectStream, ShaderFlags.None));
        }
        /// <summary>
        /// Gets the resource string.
        /// </summary>
        /// <param name="resourceManager">The resource manager.</param>
        /// <param name="relativeUri">The relative URI.</param>
        /// <param name="assemblyName">Name of the assembly.</param>
        /// <returns>The string, or null if not found.</returns>
        public static string GetString(this IResourceManager resourceManager, string relativeUri, string assemblyName)
        {
            var stream = resourceManager.GetStream(relativeUri, assemblyName);

            if (stream == null)
            {
                return(null);
            }

            using (var reader = new StreamReader(stream))
            {
                return(reader.ReadToEnd());
            }
        }
        /// <summary>
        /// Gets the font source resource.
        /// </summary>
        /// <param name="resourceManager">The resource manager.</param>
        /// <param name="relativeUri">The relative URI.</param>
        /// <param name="assemblyName">Name of the assembly.</param>
        /// <returns>The FontSource, or null if not found.</returns>
        public static FontSource GetFontSource(this IResourceManager resourceManager, string relativeUri, string assemblyName)
        {
            var stream = resourceManager.GetStream(relativeUri, assemblyName);

            if (stream == null)
            {
                return(null);
            }

            using (stream)
            {
                return(new FontSource(stream));
            }
        }
        /// <summary>
        /// Gets the xaml object resource.
        /// </summary>
        /// <param name="resourceManager">The resource manager.</param>
        /// <param name="relativeUri">The relative URI.</param>
        /// <param name="assemblyName">Name of the assembly.</param>
        /// <returns>The xaml object, or null if not found.</returns>
        public static object GetXamlObject(this IResourceManager resourceManager, string relativeUri, string assemblyName)
        {
#if SILVERLIGHT
            string str = resourceManager.GetString(relativeUri, assemblyName);
            if (string.IsNullOrEmpty(str))
            {
                return(null);
            }

            return(XamlReader.Load(str));
#else
            var stream = resourceManager.GetStream(relativeUri, assemblyName);
            if (stream == null)
            {
                return(null);
            }

            using (stream)
            {
                return(XamlReader.Load(stream));
            }
#endif
        }
 /// <summary>
 /// Gets the resource stream using the default resource assembly.
 /// </summary>
 /// <param name="resourceManager">The resource manager.</param>
 /// <param name="relativeUri">The relative URI.</param>
 /// <returns>The stream, or null if not found.</returns>
 public static Stream GetStream(this IResourceManager resourceManager, string relativeUri)
 {
     return(resourceManager.GetStream(relativeUri, DefaultResourceAssembly.GetAssemblyName()));
 }
            public ImageGenerator(IResourceManager resourceLoader)
	        {
                const int width = 400;
                const int height = 400;

                // Create device and swap chain.
                _device = new Device();
                var swapChainPresenter = new WpfSwapChainPresenter();
                _swapChain = _device.CreateSwapChain(width, height, swapChainPresenter);
                _outputBitmap = swapChainPresenter.Bitmap;
                _deviceContext = _device.ImmediateContext;

                // Create RenderTargetView from the backbuffer.
                var backBuffer = Texture2D.FromSwapChain(_swapChain, 0);
                _renderTargetView = _device.CreateRenderTargetView(backBuffer);

                // Create the depth buffer
                var depthBuffer = _device.CreateTexture2D(new Texture2DDescription
                {
                    ArraySize = 1,
                    MipLevels = 1,
                    Width = width,
                    Height = height,
                    BindFlags = BindFlags.DepthStencil
                });

                // Create the depth buffer view
                _depthView = _device.CreateDepthStencilView(depthBuffer);

                // Compile Vertex and Pixel shaders
                var vertexShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/TechDemos/Resources/TextureSampling/Texture.fx", "VS", "vs_4_0");
                var vertexShader = _device.CreateVertexShader(vertexShaderByteCode);

                var pixelShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/TechDemos/Resources/TextureSampling/Texture.fx", "PS", "ps_4_1");
                var pixelShader = _device.CreatePixelShader(pixelShaderByteCode);

                // Layout from VertexShader input signature
                var layout = _device.CreateInputLayout(
                    new[]
	                {
	                    new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
	                    new InputElement("TEXCOORD", 0, Format.R32G32_Float, 0, 16)
	                }, vertexShaderByteCode);

                // Instantiate Vertex buiffer from vertex data
                var vertices = _device.CreateBuffer(new BufferDescription(BindFlags.VertexBuffer), new[]
	            {
	                // 3D coordinates              UV Texture coordinates
	                -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, // Front
	                -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f,
	                1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f,
	                -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f,
	                1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f,
	                1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f,

	                -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, // BACK
	                1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
	                -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
	                -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
	                1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
	                1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,

	                -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, // Top
	                -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
	                1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
	                -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f,
	                1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
	                1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f,

	                -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, // Bottom
	                1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
	                -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
	                -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f,
	                1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f,
	                1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f,

	                -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, // Left
	                -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
	                -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
	                -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f,
	                -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
	                -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f,

	                1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, // Right
	                1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
	                1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
	                1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f,
	                1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f,
	                1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f
	            });

                // Create Constant Buffer
                _constantBuffer = _device.CreateBuffer(new BufferDescription
                {
                    SizeInBytes = Utilities.SizeOf<Matrix>(),
                    BindFlags = BindFlags.ConstantBuffer
                });

                // Load texture and create sampler
                var textureStream = resourceLoader.GetStream(
                    "Modules/SampleBrowser/TechDemos/Resources/TextureSampling/CorrodedTiles.png",
                    GetType().Assembly.FullName);
                var texture = TextureLoader.CreateTextureFromStream(_device, textureStream);
                var textureView = _device.CreateShaderResourceView(texture);

                // Prepare all the stages
                _deviceContext.InputAssembler.InputLayout = layout;
                _deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
                _deviceContext.InputAssembler.SetVertexBuffers(0,
                    new VertexBufferBinding(vertices, 0, Utilities.SizeOf<Vector4>() + Utilities.SizeOf<Vector2>()));
                _deviceContext.VertexShader.SetConstantBuffers(0, _constantBuffer);
                _deviceContext.VertexShader.Shader = vertexShader;
                _deviceContext.PixelShader.Shader = pixelShader;
                _deviceContext.PixelShader.SetShaderResources(0, textureView);

                // Setup targets and viewport for rendering
                _deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, _outputBitmap.PixelWidth, _outputBitmap.PixelHeight, 0.0f, 1.0f));
                _deviceContext.OutputMerger.SetTargets(_depthView, _renderTargetView);

                // Prepare matrices
                _view = Matrix.LookAtRH(new Vector3(0.7f, 0, -1.7f), Vector3.BackwardRH, Vector3.UnitY);
                _projection = Matrix.PerspectiveFovRH(MathUtil.PiOverFour,
                    _outputBitmap.PixelWidth / (float) _outputBitmap.PixelHeight, 0.1f, 100.0f);
	        }
Example #8
0
        public override WriteableBitmap Initialize(Device device)
        {
            const int width  = 600;
            const int height = 400;

            // Create device and swap chain.
            var swapChainPresenter = new WpfSwapChainPresenter();

            _swapChain     = device.CreateSwapChain(width, height, swapChainPresenter);
            _deviceContext = device.ImmediateContext;

            // Create RenderTargetView from the backbuffer.
            var backBuffer = Texture2D.FromSwapChain(_swapChain, 0);

            _renderTargetView = device.CreateRenderTargetView(backBuffer);

            // Create the depth buffer
            var depthBuffer = device.CreateTexture2D(new Texture2DDescription
            {
                ArraySize = 1,
                MipLevels = 1,
                Width     = width,
                Height    = height,
                BindFlags = BindFlags.DepthStencil
            });

            // Create the depth buffer view
            _depthView = device.CreateDepthStencilView(depthBuffer);

            // Compile Vertex and Pixel shaders
            var vertexShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/MiniCubeTexture/MiniCubeTexture.fx", "VS", "vs_4_0");
            var vertexShader         = device.CreateVertexShader(vertexShaderByteCode);

            var pixelShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/MiniCubeTexture/MiniCubeTexture.fx", "PS", "ps_4_0");
            var pixelShader         = device.CreatePixelShader(pixelShaderByteCode);

            // Layout from VertexShader input signature
            var layout = device.CreateInputLayout(
                new[]
            {
                new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
                new InputElement("TEXCOORD", 0, Format.R32G32_Float, 0, 16)
            }, vertexShaderByteCode);

            // Instantiate Vertex buiffer from vertex data
            var vertices = device.CreateBuffer(new BufferDescription(BindFlags.VertexBuffer), new[]
            {
                // 3D coordinates              UV Texture coordinates
                -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f,     // Front
                -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f,
                1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f,
                -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f,
                1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f,
                1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f,

                -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f,      // BACK
                1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
                -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
                -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
                1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,

                -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f,      // Top
                -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
                1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f,
                1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f,

                -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f,     // Bottom
                1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
                -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
                -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f,
                1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f,
                1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f,

                -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f,     // Left
                -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
                -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f,
                -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f,

                1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f,     // Right
                1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
                1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
                1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f,
                1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f,
                1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f
            });

            // Create Constant Buffer
            _constantBuffer = device.CreateBuffer(new BufferDescription
            {
                SizeInBytes = Utilities.SizeOf <Matrix>(),
                BindFlags   = BindFlags.ConstantBuffer
            });

            // Load texture and create sampler
            var textureStream = _resourceLoader.GetStream(
                "Modules/SampleBrowser/Samples/MiniCubeTexture/GeneticaMortarlessBlocks.jpg",
                GetType().Assembly.FullName);
            var texture     = TextureLoader.CreateTextureFromStream(device, textureStream);
            var textureView = device.CreateShaderResourceView(texture);

            var sampler = device.CreateSamplerState(new SamplerStateDescription
            {
                Filter             = Filter.MinMagMipPoint,
                AddressU           = TextureAddressMode.Wrap,
                AddressV           = TextureAddressMode.Wrap,
                AddressW           = TextureAddressMode.Wrap,
                BorderColor        = Color4.Black,
                ComparisonFunction = Comparison.Never,
                MaximumAnisotropy  = 16,
                MipLodBias         = 0,
                MinimumLod         = 0,
                MaximumLod         = 16,
            });

            // Prepare all the stages
            _deviceContext.InputAssembler.InputLayout       = layout;
            _deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            _deviceContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, 0, Utilities.SizeOf <Vector4>() + Utilities.SizeOf <Vector2>()));
            _deviceContext.VertexShader.SetConstantBuffers(0, _constantBuffer);
            _deviceContext.VertexShader.Shader = vertexShader;
            _deviceContext.PixelShader.Shader  = pixelShader;
            _deviceContext.PixelShader.SetSamplers(0, sampler);
            _deviceContext.PixelShader.SetShaderResources(0, textureView);

            // Setup targets and viewport for rendering
            _deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, width, height, 0.0f, 1.0f));
            _deviceContext.OutputMerger.SetTargets(_depthView, _renderTargetView);

            // Prepare matrices
            _view       = Matrix.LookAtLH(new Vector3(0, 0, -5), Vector3.Zero, Vector3.UnitY);
            _projection = Matrix.PerspectiveFovLH(MathUtil.PiOverFour,
                                                  width / (float)height, 0.1f, 100.0f);

            return(swapChainPresenter.Bitmap);
        }
Example #9
0
            public ImageGenerator(IResourceManager resourceLoader)
            {
                const int width  = 400;
                const int height = 400;

                // Create device and swap chain.
                _device = new Device();
                var swapChainPresenter = new WpfSwapChainPresenter();

                _swapChain     = _device.CreateSwapChain(width, height, swapChainPresenter);
                _outputBitmap  = swapChainPresenter.Bitmap;
                _deviceContext = _device.ImmediateContext;

                // Create RenderTargetView from the backbuffer.
                var backBuffer = Texture2D.FromSwapChain(_swapChain, 0);

                _renderTargetView = _device.CreateRenderTargetView(backBuffer);

                // Create the depth buffer
                var depthBuffer = _device.CreateTexture2D(new Texture2DDescription
                {
                    ArraySize = 1,
                    MipLevels = 1,
                    Width     = width,
                    Height    = height,
                    BindFlags = BindFlags.DepthStencil
                });

                // Create the depth buffer view
                _depthView = _device.CreateDepthStencilView(depthBuffer);

                // Compile Vertex and Pixel shaders
                var vertexShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/TechDemos/Resources/TextureSampling/Texture.fx", "VS", "vs_4_0");
                var vertexShader         = _device.CreateVertexShader(vertexShaderByteCode);

                var pixelShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/TechDemos/Resources/TextureSampling/Texture.fx", "PS", "ps_4_1");
                var pixelShader         = _device.CreatePixelShader(pixelShaderByteCode);

                // Layout from VertexShader input signature
                var layout = _device.CreateInputLayout(
                    new[]
                {
                    new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
                    new InputElement("TEXCOORD", 0, Format.R32G32_Float, 0, 16)
                }, vertexShaderByteCode);

                // Instantiate Vertex buiffer from vertex data
                var vertices = _device.CreateBuffer(new BufferDescription(BindFlags.VertexBuffer), new[]
                {
                    // 3D coordinates              UV Texture coordinates
                    -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f,     // Front
                    -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f,
                    1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f,
                    -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f,
                    1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f,
                    1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f,

                    -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f,     // BACK
                    1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
                    -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
                    -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                    1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
                    1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,

                    -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f,     // Top
                    -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
                    1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                    -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f,
                    1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                    1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f,

                    -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f,     // Bottom
                    1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
                    -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
                    -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f,
                    1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f,
                    1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f,

                    -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f,     // Left
                    -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
                    -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                    -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f,
                    -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                    -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f,

                    1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f,     // Right
                    1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
                    1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
                    1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f,
                    1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f,
                    1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f
                });

                // Create Constant Buffer
                _constantBuffer = _device.CreateBuffer(new BufferDescription
                {
                    SizeInBytes = Utilities.SizeOf <Matrix>(),
                    BindFlags   = BindFlags.ConstantBuffer
                });

                // Load texture and create sampler
                var textureStream = resourceLoader.GetStream(
                    "Modules/SampleBrowser/TechDemos/Resources/TextureSampling/CorrodedTiles.png",
                    GetType().Assembly.FullName);
                var texture     = TextureLoader.CreateTextureFromStream(_device, textureStream);
                var textureView = _device.CreateShaderResourceView(texture);

                // Prepare all the stages
                _deviceContext.InputAssembler.InputLayout       = layout;
                _deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
                _deviceContext.InputAssembler.SetVertexBuffers(0,
                                                               new VertexBufferBinding(vertices, 0, Utilities.SizeOf <Vector4>() + Utilities.SizeOf <Vector2>()));
                _deviceContext.VertexShader.SetConstantBuffers(0, _constantBuffer);
                _deviceContext.VertexShader.Shader = vertexShader;
                _deviceContext.PixelShader.Shader  = pixelShader;
                _deviceContext.PixelShader.SetShaderResources(0, textureView);

                // Setup targets and viewport for rendering
                _deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, _outputBitmap.PixelWidth, _outputBitmap.PixelHeight, 0.0f, 1.0f));
                _deviceContext.OutputMerger.SetTargets(_depthView, _renderTargetView);

                // Prepare matrices
                _view       = Matrix.LookAtRH(new Vector3(0.7f, 0, -1.7f), Vector3.BackwardRH, Vector3.UnitY);
                _projection = Matrix.PerspectiveFovRH(MathUtil.PiOverFour,
                                                      _outputBitmap.PixelWidth / (float)_outputBitmap.PixelHeight, 0.1f, 100.0f);
            }