예제 #1
0
        /// <summary>Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.</summary>
        public void Dispose()
        {
            for (int i = 0; i < _volumeRtSections.Length; ++i)
            {
                _volumeSections[i]?.Dispose();
                _volumeRtSections[i]?.Dispose();
            }
            _textureView = null;

            _cube?.Dispose();
            _volumeScaleFactor?.Dispose();
            _volumeRayParams?.Dispose();
            _cubeTransform?.Dispose();
            _cubePosShader?.Dispose();
            _cubeDirShader?.Dispose();
            _cubeVs?.Dispose();
            _inputLayout?.Dispose();

            _cubeTransform     = null;
            _inputLayout       = null;
            _cube              = null;
            _volumeScaleFactor = null;
            _volumeRayParams   = null;
            _cubePosShader     = null;
            _cubeDirShader     = null;
            _cubeVs            = null;
        }
예제 #2
0
        /// <summary>Function to dispose any texture resources.</summary>
        protected override void OnDestroyTexture()
        {
            _texture?.Dispose();
            _textureView?.Dispose();

            _texture     = null;
            _textureView = null;
        }
예제 #3
0
        /// <summary>Function to create the texture for the view.</summary>
        /// <param name="graphics">The graphics interface used to create the texture.</param>
        /// <param name="imageData">The image data to create the texture from.</param>
        /// <param name="name">The name of the texture.</param>
        protected override void OnCreateTexture(GorgonGraphics graphics, IGorgonImage imageData, string name)
        {
            _texture = imageData.ToTexture3D(graphics, new GorgonTextureLoadOptions
            {
                Name    = name,
                Binding = TextureBinding.ShaderResource,
                Usage   = ResourceUsage.Immutable
            });

            _textureView = _texture.GetShaderResourceView();
            _volRenderer.AssignTexture(_textureView);
        }
예제 #4
0
        /// <summary>
        /// Function to assign the volume texture to render.
        /// </summary>
        /// <param name="texture">The volume texture to render.</param>
        public void AssignTexture(GorgonTexture3DView texture)
        {
            _textureView = texture;

            var   size      = new DX.Vector3(texture.Width, texture.Height, texture.Depth);
            float maxSize   = texture.Width.Max(texture.Height).Max(texture.Depth);
            var   volParams = new VolumeRayParameters
            {
                Steps = new DX.Vector3(1.0f / texture.Width,
                                       1.0f / texture.Height,
                                       1.0f / texture.Depth) * 0.5f,
                Iterations = (int)(maxSize * 2.0f)
            };

            _volumeRayParams.SetData(ref volParams);

            var scaleFactor = new DX.Vector4(1.0f, 1.0f, 1.0f / (maxSize / size.Z), 1.0f);

            _volumeScaleFactor.SetData(ref scaleFactor);

            RebuildVolumeData();
        }