Esempio n. 1
0
            static GraphicsBuffer CreateVertexBuffer(GraphicsContext graphicsContext, GraphicsHeap graphicsHeap, GraphicsBuffer vertexStagingBuffer, float aspectRatio)
            {
                var vertexBuffer  = graphicsHeap.CreateGraphicsBuffer(GraphicsBufferKind.Vertex, (ulong)(sizeof(TextureVertex) * 3), (ulong)sizeof(TextureVertex));
                var pVertexBuffer = vertexStagingBuffer.Map <TextureVertex>();

                pVertexBuffer[0] = new TextureVertex {
                    Position = new Vector3(0.0f, 0.25f * aspectRatio, 0.0f),
                    UV       = new Vector2(0.5f, 1.0f),
                };

                pVertexBuffer[1] = new TextureVertex {
                    Position = new Vector3(0.25f, -0.25f * aspectRatio, 0.0f),
                    UV       = new Vector2(1.0f, 0.0f),
                };

                pVertexBuffer[2] = new TextureVertex {
                    Position = new Vector3(-0.25f, -0.25f * aspectRatio, 0.0f),
                    UV       = new Vector2(0.0f, 0.0f),
                };

                vertexStagingBuffer.Unmap(0..(sizeof(TextureVertex) * 3));
                graphicsContext.Copy(vertexBuffer, vertexStagingBuffer);

                return(vertexBuffer);
            }
Esempio n. 2
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            static GraphicsTexture CreateTexture2D(GraphicsContext graphicsContext, GraphicsHeap graphicsHeap, GraphicsBuffer textureStagingBuffer)
            {
                const uint TextureWidth  = 256;
                const uint TextureHeight = 256;
                const uint TextureSize   = TextureWidth * TextureHeight;
                const uint CellWidth     = TextureWidth / 8;
                const uint CellHeight    = TextureHeight / 8;

                var texture2D    = graphicsHeap.CreateGraphicsTexture(GraphicsTextureKind.TwoDimensional, TextureWidth, TextureHeight);
                var pTextureData = textureStagingBuffer.Map <uint>();

                for (uint n = 0; n < TextureSize; n++)
                {
                    var x = n % TextureWidth;
                    var y = n / TextureWidth;

                    if ((x / CellWidth % 2) == (y / CellHeight % 2))
                    {
                        pTextureData[n] = 0xFF000000;
                    }
                    else
                    {
                        pTextureData[n] = 0xFFFFFFFF;
                    }
                }

                textureStagingBuffer.Unmap(0..(int)TextureSize);
                graphicsContext.Copy(texture2D, textureStagingBuffer);

                return(texture2D);
            }
Esempio n. 3
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            static GraphicsBuffer CreateVertexBuffer(GraphicsContext graphicsContext, GraphicsBuffer vertexStagingBuffer, float aspectRatio)
            {
                var vertexBuffer  = graphicsContext.Device.MemoryAllocator.CreateBuffer(GraphicsBufferKind.Vertex, GraphicsResourceCpuAccess.None, (ulong)(sizeof(IdentityVertex) * 3));
                var pVertexBuffer = vertexStagingBuffer.Map <IdentityVertex>();

                pVertexBuffer[0] = new IdentityVertex {
                    Position = new Vector3(0.0f, 0.25f * aspectRatio, 0.0f),
                    Color    = new Vector4(1.0f, 0.0f, 0.0f, 1.0f)
                };

                pVertexBuffer[1] = new IdentityVertex {
                    Position = new Vector3(0.25f, -0.25f * aspectRatio, 0.0f),
                    Color    = new Vector4(0.0f, 1.0f, 0.0f, 1.0f)
                };

                pVertexBuffer[2] = new IdentityVertex {
                    Position = new Vector3(-0.25f, -0.25f * aspectRatio, 0.0f),
                    Color    = new Vector4(0.0f, 0.0f, 1.0f, 1.0f)
                };

                vertexStagingBuffer.Unmap(0..(sizeof(IdentityVertex) * 3));
                graphicsContext.Copy(vertexBuffer, vertexStagingBuffer);

                return(vertexBuffer);
            }
Esempio n. 4
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            static GraphicsBuffer CreateIndexBuffer(GraphicsContext graphicsContext, GraphicsBuffer indexStagingBuffer)
            {
                var indexBuffer  = graphicsContext.Device.MemoryAllocator.CreateBuffer(GraphicsBufferKind.Index, GraphicsResourceCpuAccess.None, sizeof(ushort) * 6);
                var pIndexBuffer = indexStagingBuffer.Map <ushort>();

                pIndexBuffer[0] = 0;
                pIndexBuffer[1] = 1;
                pIndexBuffer[2] = 2;

                pIndexBuffer[3] = 0;
                pIndexBuffer[4] = 2;
                pIndexBuffer[5] = 3;

                indexStagingBuffer.Unmap(0..(sizeof(ushort) * 6));
                graphicsContext.Copy(indexBuffer, indexStagingBuffer);

                return(indexBuffer);
            }
Esempio n. 5
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            static GraphicsBuffer CreateIndexBuffer(GraphicsContext graphicsContext, GraphicsHeap graphicsHeap, GraphicsBuffer indexStagingBuffer)
            {
                var indexBuffer  = graphicsHeap.CreateGraphicsBuffer(GraphicsBufferKind.Index, sizeof(ushort) * 6, sizeof(ushort));
                var pIndexBuffer = indexStagingBuffer.Map <ushort>();

                pIndexBuffer[0] = 0;
                pIndexBuffer[1] = 1;
                pIndexBuffer[2] = 2;

                pIndexBuffer[3] = 0;
                pIndexBuffer[4] = 2;
                pIndexBuffer[5] = 3;

                indexStagingBuffer.Unmap(0..(sizeof(ushort) * 6));
                graphicsContext.Copy(indexBuffer, indexStagingBuffer);

                return(indexBuffer);
            }