コード例 #1
0
        public override void Dispose()
        {
            effect?.Dispose();
            layout?.Dispose();

            base.Dispose();
        }
コード例 #2
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 protected override void UnloadContent()
 {
     effect.Dispose();
     foreach (Model model in models)
     {
         model.Unload();
     }
 }
コード例 #3
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 public override void Dispose()
 {
     frontCircle.Dispose();
     foreach (var drawable in subCircle)
     {
         drawable.Dispose();
     }
     effect.Dispose();
     noiseView.Dispose();
 }
コード例 #4
0
ファイル: Effect.cs プロジェクト: walogia/ModelViewer
 public void Dispose()
 {
     SetCull(true);
     device.ImmediateContext.Rasterizer.State?.Dispose();
     SetCull(false);
     device.ImmediateContext.Rasterizer.State?.Dispose();
     texture?.Dispose();
     index?.Dispose();
     Vertex?.Dispose();
     layout?.Dispose();
     effect?.Dispose();
 }
コード例 #5
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        public void TestDirectX11SpecaterCamera()
        {
            var keyboard = new SlimDXTWKeyboard();
            var dev      = new SlimDX.DirectInput.DirectInput();
            var kb       = new SlimDX.DirectInput.Keyboard(dev);

            kb.Acquire();

            var mouse = new TWMouse();
            var m     = new SlimDX.DirectInput.Mouse(dev);

            m.Acquire();



            var game = new DX11Form();

            game.InitDirectX();
            var device    = game.Device;
            var bytecode  = ShaderBytecode.CompileFromFile("../../Common.Core/Shaders/MiniTri.fx", "fx_5_0", ShaderFlags.None, EffectFlags.None);
            var effect    = new Effect(device, bytecode);
            var technique = effect.GetTechniqueByName("RenderTransform");
            var pass      = technique.GetPassByIndex(0);
            var layout    = new InputLayout(device, pass.Description.Signature,
                                            new[] {
                new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
                new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 16, 0),
                new InputElement("TEXCOORD", 0, Format.R32G32_Float, 32, 0)
            });

            var vertexStride = (16 + 16 + 8);
            var stream       = new DataStream(3 * vertexStride, true, true);

            stream.WriteRange(new[] {
                new VertexCustom(new Vector4(-1.0f, 0, 0, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), new Vector2(0.5f, 0)),
                new VertexCustom(new Vector4(0f, 1f, 0, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), new Vector2(0f, 1f)),
                new VertexCustom(new Vector4(1f, 0f, 0, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), new Vector2(1f, 1f))
            });
            stream.Position = 0;



            var vertices = new SlimDX.Direct3D11.Buffer(device, stream, new BufferDescription()
            {
                BindFlags      = BindFlags.VertexBuffer,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags    = ResourceOptionFlags.None,
                SizeInBytes    = 3 * vertexStride,
                Usage          = ResourceUsage.Default
            });

            stream.Dispose();

            //var world = Matrix.Translation(MathHelper.Forward);

            /*var viewProjection = Matrix.LookAtRH(Vector3.UnitZ * 5, -Vector3.UnitZ, MathHelper.Up)
             * Matrix.PerspectiveFovRH(MathHelper.PiOver4, 4f / 3f, 0.1f, 1000f);*/


            var diffuseShaderVariable = effect.GetVariableByName("txDiffuse").AsResource();
            var worldParam            = effect.GetVariableByName("world").AsMatrix();
            //worldParam.AsMatrix().SetMatrix(world);


            var viewProjParam = effect.GetVariableBySemantic("viewprojection").AsMatrix();

            /*viewProjParam.SetMatrix(
             *  viewProjection);*/

            //worldParam.SetMatrix(Matrix.Identity);
            //effect.GetVariableBySemantic("viewprojection").AsMatrix().SetMatrix(Matrix.Identity);

            var texturePath = Wallpaper001_png;

            var diffuseTexture = Texture2D.FromFile(device, texturePath);

            var diffuseTextureRv = new ShaderResourceView(device, diffuseTexture);


            diffuseShaderVariable.SetResource(diffuseTextureRv);


            var rasterizerState = RasterizerState.FromDescription(device, new RasterizerStateDescription()
            {
                CullMode = CullMode.None,
                FillMode = FillMode.Solid
            });

            device.ImmediateContext.Rasterizer.State = rasterizerState;


            var cam = new SpectaterCamera();

            game.GameLoopEvent += delegate
            {
                mouse.UpdateMouseState(m.GetCurrentState());
                keyboard.UpdateKeyboardState(kb.GetCurrentState());
                cam.Update(0.001f, keyboard, mouse);

                device.ImmediateContext.InputAssembler.InputLayout       = layout;
                device.ImmediateContext.InputAssembler.PrimitiveTopology =
                    PrimitiveTopology.TriangleList;
                device.ImmediateContext.InputAssembler.SetVertexBuffers(0,
                                                                        new VertexBufferBinding
                                                                            (vertices,
                                                                            vertexStride, 0));

                for (int i = 0; i < technique.Description.PassCount; ++i)
                {
                    pass.Apply(device.ImmediateContext);
                    device.ImmediateContext.Draw(3, 0);
                }

                viewProjParam.SetMatrix(cam.ViewProjection);
                worldParam.SetMatrix(Matrix.Identity);
                if (keyboard.IsKeyDown(Key.Escape))
                {
                    game.Exit();
                }
            };

            game.Run();

            bytecode.Dispose();
            effect.Dispose();
            layout.Dispose();
            vertices.Dispose();
            diffuseTexture.Dispose();
            diffuseTextureRv.Dispose();
            rasterizerState.Dispose();
            kb.Dispose();
            m.Dispose();
            dev.Dispose();
        }
コード例 #6
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        public void TestDirectX11SimpleShader()
        {
            var game = new DX11Form();

            game.InitDirectX();
            var device    = game.Device;
            var bytecode  = ShaderBytecode.CompileFromFile("../../Common.Core/Shaders/MiniTri.fx", "fx_5_0", ShaderFlags.None, EffectFlags.None);
            var effect    = new Effect(device, bytecode);
            var technique = effect.GetTechniqueByName("Render");
            var pass      = technique.GetPassByIndex(0);
            var layout    = new InputLayout(device, pass.Description.Signature,
                                            new[] {
                new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
                new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 16, 0),
                new InputElement("TEXCOORD", 0, Format.R32G32_Float, 32, 0)
            });

            var vertexStride = (16 + 16 + 8);
            var stream       = new DataStream(3 * vertexStride, true, true);

            stream.WriteRange(new[] {
                new VertexCustom(new Vector4(0.0f, 0.5f, 0.5f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), new Vector2(0.5f, 0)),
                new VertexCustom(new Vector4(0.5f, -0.5f, 0.5f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), new Vector2(0f, 1f)),
                new VertexCustom(new Vector4(-0.5f, -0.5f, 0.5f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), new Vector2(1f, 1f))
            });
            stream.Position = 0;

            var vertices = new SlimDX.Direct3D11.Buffer(device, stream, new BufferDescription()
            {
                BindFlags      = BindFlags.VertexBuffer,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags    = ResourceOptionFlags.None,
                SizeInBytes    = 3 * vertexStride,
                Usage          = ResourceUsage.Default
            });

            stream.Dispose();


            var diffuseShaderVariable = effect.GetVariableByName("txDiffuse").AsResource();

            var texturePath = Wallpaper001_png;

            var diffuseTexture = Texture2D.FromFile(device, texturePath);

            var diffuseTextureRv = new ShaderResourceView(device, diffuseTexture);


            diffuseShaderVariable.SetResource(diffuseTextureRv);


            game.GameLoopEvent += delegate
            {
                device.ImmediateContext.InputAssembler.InputLayout       = layout;
                device.ImmediateContext.InputAssembler.PrimitiveTopology =
                    PrimitiveTopology.TriangleList;
                device.ImmediateContext.InputAssembler.SetVertexBuffers(0,
                                                                        new VertexBufferBinding
                                                                            (vertices,
                                                                            vertexStride, 0));

                for (int i = 0; i < technique.Description.PassCount; ++i)
                {
                    pass.Apply(device.ImmediateContext);
                    device.ImmediateContext.Draw(3, 0);
                }
            };

            game.Run();


            bytecode.Dispose();
            effect.Dispose();
            layout.Dispose();
            vertices.Dispose();
            diffuseTexture.Dispose();
            diffuseTextureRv.Dispose();
        }
コード例 #7
0
 protected override void UnloadContent()
 {
     effect.Dispose();
     vertexLayout.Dispose();
     vertexBuffer.Dispose();
 }