本文整理汇总了C#中SiliconStudio.Xenko.Graphics.Texture类的典型用法代码示例。如果您正苦于以下问题:C# Texture类的具体用法?C# Texture怎么用?C# Texture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。
Texture类属于SiliconStudio.Xenko.Graphics命名空间,在下文中一共展示了Texture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: SwapChainGraphicsPresenter
public SwapChainGraphicsPresenter(GraphicsDevice device, PresentationParameters presentationParameters) : base(device, presentationParameters)
{
gameWindow = (iPhoneOSGameView)Description.DeviceWindowHandle.NativeHandle;
device.InitDefaultRenderTarget(presentationParameters);
backBuffer = Texture.New2D(device, Description.BackBufferWidth, Description.BackBufferHeight, presentationParameters.BackBufferFormat, TextureFlags.RenderTarget | TextureFlags.ShaderResource);
}
开发者ID:h78hy78yhoi8j,项目名称:xenko,代码行数:7,代码来源:SwapChainGraphicsPresenter.iOS.cs
示例2: GetDepthStenctilAsShaderResource_Copy
/// <summary>
/// Gets a texture view which can be used to copy the depth buffer
/// </summary>
/// <param name="texture">The depthStencil texture originally used for render target</param>
/// <returns>A texture view which can be used to copy the depth buffer</returns>
private Texture GetDepthStenctilAsShaderResource_Copy(Texture texture)
{
var textureDescription = texture.Description;
textureDescription.Flags = TextureFlags.ShaderResource;
textureDescription.Format = PixelFormat.R24_UNorm_X8_Typeless;
return renderContext.RenderContext.Allocator.GetTemporaryTexture2D(textureDescription);
}
开发者ID:Kryptos-FR,项目名称:xenko-reloaded,代码行数:13,代码来源:ResourceResolver.cs
示例3: ReleaseDepthStenctilAsShaderResource
/// <summary>
/// Frees previously acquired SRV texture. Should be called when the view is no longer needed
/// </summary>
/// <param name="depthAsSR">The previously acquired SRV texture</param>
public void ReleaseDepthStenctilAsShaderResource(Texture depthAsSR)
{
// If no resources were allocated in the first place there is nothing to release
if (depthAsSR == null || !renderContext.GraphicsDevice.Features.HasDepthAsSRV || renderContext.GraphicsDevice.Features.HasDepthAsReadOnlyRT)
return;
renderContext.RenderContext.Allocator.ReleaseReference(depthAsSR);
}
开发者ID:Kryptos-FR,项目名称:xenko-reloaded,代码行数:12,代码来源:ResourceResolver.cs
示例4: SwapChainGraphicsPresenter
public SwapChainGraphicsPresenter(GraphicsDevice device, PresentationParameters presentationParameters) : base(device, presentationParameters)
{
device.Begin();
device.InitDefaultRenderTarget(presentationParameters);
device.End();
backBuffer = device.DefaultRenderTarget;
DepthStencilBuffer = device.windowProvidedDepthTexture;
}
开发者ID:psowinski,项目名称:xenko,代码行数:8,代码来源:SwapChainGraphicsPresenter.OpenTK.cs
示例5: GetDepthStenctilAsShaderResource
/// <summary>
/// Returns a texture view which should be used as DepthStencil Shader Resource View. Can be <c>null</c> if not supported
/// </summary>
/// <param name="texture">The depthStencil texture originally used for render target</param>
/// <returns>The texture view which should be used as DepthStencil SRV. Can be <c>null</c> if not supported</returns>
public Texture GetDepthStenctilAsShaderResource(Texture texture)
{
if (!renderContext.GraphicsDevice.Features.HasDepthAsSRV)
return null;
if (renderContext.GraphicsDevice.Features.HasDepthAsReadOnlyRT)
return texture;
return GetDepthStenctilAsShaderResource_Copy(texture);
}
开发者ID:Kryptos-FR,项目名称:xenko-reloaded,代码行数:15,代码来源:ResourceResolver.cs
示例6: ComputeTextureBase
/// <summary>
/// Initializes a new instance of the <see cref="ComputeTextureColor" /> class.
/// </summary>
/// <param name="texture">The texture.</param>
/// <param name="texcoordIndex">Index of the texcoord.</param>
/// <param name="scale">The scale.</param>
/// <param name="offset">The offset.</param>
protected ComputeTextureBase(Texture texture, TextureCoordinate texcoordIndex, Vector2 scale, Vector2 offset)
{
Enabled = true;
Texture = texture;
TexcoordIndex = texcoordIndex;
Sampler = new ComputeColorParameterSampler();
Scale = scale;
Offset = offset;
Key = null;
}
开发者ID:h78hy78yhoi8j,项目名称:xenko,代码行数:17,代码来源:ComputeTextureBase.cs
示例7: SetInput
/// <summary>
/// Sets an input texture
/// </summary>
/// <param name="slot">The slot.</param>
/// <param name="texture">The texture.</param>
public void SetInput(int slot, Texture texture)
{
if (slot < 0 || slot >= inputTextures.Length)
throw new ArgumentOutOfRangeException("slot", "slot must be in the range [0, 128[");
inputTextures[slot] = texture;
if (slot > maxInputTextureIndex)
{
maxInputTextureIndex = slot;
}
}
开发者ID:h78hy78yhoi8j,项目名称:xenko,代码行数:16,代码来源:ImageEffect.cs
示例8: GetDepthStencilAsRenderTarget
/// <summary>
/// Returns a texture view which should be used as DepthStencil render target while SRV is also used
/// </summary>
/// <param name="texture">The depthStencil texture originally used for render target</param>
/// <param name="readOnlyCached">The cached view for the texture resource</param>
/// <returns>The texture view which should be used as DepthStencil render target while SRV is also used</returns>
public Texture GetDepthStencilAsRenderTarget(Texture texture, Texture readOnlyCached)
{
if (!renderContext.GraphicsDevice.Features.HasDepthAsSRV || !renderContext.GraphicsDevice.Features.HasDepthAsReadOnlyRT)
return texture;
// Check if changed
if (readOnlyCached != null && readOnlyCached.ParentTexture == texture)
return readOnlyCached;
return texture.ToDepthStencilReadOnlyTexture();
}
开发者ID:Kryptos-FR,项目名称:xenko-reloaded,代码行数:17,代码来源:ResourceResolver.cs
示例9: ShadowMapAtlasTexture
public ShadowMapAtlasTexture(Texture texture, int textureId)
{
if (texture == null) throw new ArgumentNullException("texture");
Texture = texture;
Clear(Texture.Width, Texture.Height);
Width = texture.Width;
Height = texture.Height;
RenderFrame = RenderFrame.FromTexture((Texture)null, texture);
Id = textureId;
}
开发者ID:h78hy78yhoi8j,项目名称:xenko,代码行数:11,代码来源:ShadowMapAtlasTexture.cs
示例10: SwapChainGraphicsPresenter
public SwapChainGraphicsPresenter(GraphicsDevice device, PresentationParameters presentationParameters)
: base(device, presentationParameters)
{
PresentInterval = presentationParameters.PresentationInterval;
backbuffer = new Texture(device);
CreateSurface();
// Initialize the swap chain
CreateSwapChain();
}
开发者ID:Kryptos-FR,项目名称:xenko-reloaded,代码行数:12,代码来源:SwapChainGraphicsPresenter.Vulkan.cs
示例11: SwapChainGraphicsPresenter
public SwapChainGraphicsPresenter(GraphicsDevice device, PresentationParameters presentationParameters)
: base(device, presentationParameters)
{
PresentInterval = presentationParameters.PresentationInterval;
// Initialize the swap chain
swapChain = CreateSwapChain();
backBuffer = new Texture(device).InitializeFrom(swapChain.GetBackBuffer<SharpDX.Direct3D11.Texture2D>(0), Description.BackBufferFormat.IsSRgb());
// Reload should get backbuffer from swapchain as well
//backBufferTexture.Reload = graphicsResource => ((Texture)graphicsResource).Recreate(swapChain.GetBackBuffer<SharpDX.Direct3D11.Texture>(0));
}
开发者ID:h78hy78yhoi8j,项目名称:xenko,代码行数:13,代码来源:SwapChainGraphicsPresenter.Direct3D.cs
示例12: Sprite
/// <summary>
/// Creates a <see cref="Sprite"/> having the provided texture and name.
/// The region size is initialized with the whole size of the texture.
/// </summary>
/// <param name="fragmentName">The name of the sprite</param>
/// <param name="texture">The texture to use as texture</param>
public Sprite(string fragmentName, Texture texture)
{
Name = fragmentName;
PixelsPerUnit = new Vector2(DefaultPixelsPerUnit);
IsTransparent = true;
Texture = texture;
if (texture != null)
{
Region = new Rectangle(0, 0, texture.ViewWidth, texture.ViewHeight);
Center = new Vector2(Region.Width/2, Region.Height/2);
}
}
开发者ID:h78hy78yhoi8j,项目名称:xenko,代码行数:19,代码来源:Sprite.cs
示例13: SpriteFromTexture
private SpriteFromTexture(Sprite source)
: this()
{
sprite = source;
isSpriteDirty = false;
center = sprite.Center;
centerFromMiddle = false;
isTransparent = sprite.IsTransparent;
// FIXME: should we use the Max, Min, average of X and/or Y?
pixelsPerUnit = sprite.PixelsPerUnit.X;
texture = sprite.Texture;
}
开发者ID:Kryptos-FR,项目名称:xenko-reloaded,代码行数:13,代码来源:SpriteFromTexture.cs
示例14: InitializeCore
protected override void InitializeCore()
{
base.InitializeCore();
LuminanceLogEffect = ToLoadAndUnload(new LuminanceLogEffect());
// Create 1x1 texture
luminance1x1 = Texture.New2D(GraphicsDevice, 1, 1, 1, luminanceFormat, TextureFlags.ShaderResource | TextureFlags.RenderTarget).DisposeBy(this);
// Use a multiscaler
multiScaler = ToLoadAndUnload(new ImageMultiScaler());
// Readback is always going to be done on the 1x1 texture
readback = ToLoadAndUnload(readback);
// Blur used before upscaling
blur = ToLoadAndUnload(new GaussianBlur());
blur.Radius = 4;
}
开发者ID:h78hy78yhoi8j,项目名称:xenko,代码行数:19,代码来源:LuminanceEffect.cs
示例15: CreateBackground
private void CreateBackground(Texture bgTexture, RectangleF texReg)
{
texture = bgTexture;
textureRegion = texReg;
// Set offset to rectangle
firstQuadRegion.X = textureRegion.X;
firstQuadRegion.Y = textureRegion.Y;
firstQuadRegion.Width = (textureRegion.Width > screenResolution.X) ? screenResolution.X : textureRegion.Width;
firstQuadRegion.Height = (textureRegion.Height > screenResolution.Y) ? screenResolution.Y : textureRegion.Height;
// Centering the content
firstQuadOrigin.X = 0.5f * firstQuadRegion.Width;
firstQuadOrigin.Y = 0.5f * firstQuadRegion.Height;
// Copy data from first quad to second one
secondQuadRegion = firstQuadRegion;
secondQuadOrigin = firstQuadOrigin;
}
开发者ID:Kryptos-FR,项目名称:xenko-reloaded,代码行数:20,代码来源:BackgroundSection.cs
示例16: Start
// Complete the graphic pipeline, initialize texture data
public override void Start()
{
// create the sprite batch used in our custom rendering function
spriteBatch = new SpriteBatch(GraphicsDevice);
// insert the custom renderer in between the 2 camera renderer.
var scene = SceneSystem.SceneInstance.Scene;
var compositor = ((SceneGraphicsCompositorLayers)scene.Settings.GraphicsCompositor);
compositor.Master.Renderers.Insert(2, new SceneDelegateRenderer(RenderTexture));
// Create and initialize the dynamic texture
renderTexture = Texture.New2D(GraphicsDevice, RenderTextureSize, RenderTextureSize, 1, PixelFormat.R8G8B8A8_UNorm_SRgb, usage: GraphicsResourceUsage.Dynamic);
// Setup initial data in "SymmetricDefaultShape" to the texture
for (var i = 0; i < SymmetricDefaultShape.Length; i += 2)
{
TogglePixel(SymmetricDefaultShape[i], SymmetricDefaultShape[i + 1]);
if (SymmetricDefaultShape[i] != (RenderTextureSize - 1) - SymmetricDefaultShape[i])
TogglePixel((RenderTextureSize - 1) - SymmetricDefaultShape[i], SymmetricDefaultShape[i + 1]);
}
renderTexture.SetData(Game.GraphicsContext.CommandList, textureData);
}
开发者ID:Kryptos-FR,项目名称:xenko-reloaded,代码行数:24,代码来源:TextureUpdateScript.cs
示例17: SetShadowMapShaderData
public void SetShadowMapShaderData(int index, ILightShadowMapShaderData shaderData)
{
var singleLightData = (LightDirectionalShadowMapShaderData)shaderData;
var splits = singleLightData.CascadeSplits;
var matrices = singleLightData.WorldToShadowCascadeUV;
int splitIndex = index * cascadeCount;
for (int i = 0; i < splits.Length; i++)
{
cascadeSplits[splitIndex + i] = splits[i];
worldToShadowCascadeUV[splitIndex + i] = matrices[i];
}
depthBiases[index] = singleLightData.DepthBias;
offsetScales[index] = singleLightData.OffsetScale;
// TODO: should be setup just once at creation time
if (index == 0)
{
shadowMapTexture = singleLightData.Texture;
if (shadowMapTexture != null)
{
shadowMapTextureSize = new Vector2(shadowMapTexture.Width, shadowMapTexture.Height);
shadowMapTextureTexelSize = 1.0f / shadowMapTextureSize;
}
}
}
开发者ID:h78hy78yhoi8j,项目名称:xenko,代码行数:26,代码来源:LightDirectionalShadowMapRenderer.cs
示例18: LuminanceResult
public LuminanceResult(float averageLuminance, Texture localTexture)
: this()
{
AverageLuminance = averageLuminance;
LocalTexture = localTexture;
}
开发者ID:cg123,项目名称:xenko,代码行数:6,代码来源:LuminanceResult.cs
示例19: SetColorDepthInput
/// <summary>
/// Provides a color buffer and a depth buffer to apply the depth-of-field to.
/// </summary>
/// <param name="colorBuffer">A color buffer to process.</param>
/// <param name="depthBuffer">The depth buffer corresponding to the color buffer provided.</param>
public void SetColorDepthInput(Texture colorBuffer, Texture depthBuffer)
{
SetInput(0, colorBuffer);
SetInput(1, depthBuffer);
}
开发者ID:cg123,项目名称:xenko,代码行数:10,代码来源:DepthOfField.cs
示例20: InitializeCore
protected override void InitializeCore()
{
base.InitializeCore();
coclinearDepthMapEffect = ToLoadAndUnload(new ImageEffectShader("CoCLinearDepthShader"));
combineLevelsEffect = ToLoadAndUnload(new ImageEffectShader("CombineLevelsFromCoCEffect"));
combineLevelsFrontEffect = ToLoadAndUnload(new ImageEffectShader("CombineFrontCoCEffect"));
combineLevelsFrontEffect.BlendState = BlendStates.AlphaBlend;
textureScaler = ToLoadAndUnload(new ImageScaler());
cocMapBlur = ToLoadAndUnload(new CoCMapBlur());
thresholdAlphaCoC = ToLoadAndUnload(new ImageEffectShader("ThresholdAlphaCoC"));
thresholdAlphaCoCFront = ToLoadAndUnload(new ImageEffectShader("ThresholdAlphaCoCFront"));
pointDepthShader = ToLoadAndUnload(new ImageEffectShader("PointDepth"));
depthReadBack = ToLoadAndUnload(new ImageReadback<Half>());
depthCenter1x1 = Texture.New2D(GraphicsDevice, 1, 1, 1, PixelFormat.R16_Float, TextureFlags.ShaderResource | TextureFlags.RenderTarget).DisposeBy(this);
}
开发者ID:cg123,项目名称:xenko,代码行数:16,代码来源:DepthOfField.cs
注:本文中的SiliconStudio.Xenko.Graphics.Texture类示例由纯净天空整理自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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