Browse Source

Direct3D interop sample

pull/966/head
Nikita Tsukanov 9 years ago
parent
commit
012451a4db
  1. 43
      Avalonia.sln
  2. 6
      samples/interop/Direct3DInteropSample/App.paml
  3. 13
      samples/interop/Direct3DInteropSample/App.paml.cs
  4. 33
      samples/interop/Direct3DInteropSample/Direct3DInteropSample.csproj
  5. 263
      samples/interop/Direct3DInteropSample/MainWindow.cs
  6. 14
      samples/interop/Direct3DInteropSample/MainWindow.paml
  7. 45
      samples/interop/Direct3DInteropSample/MainWindowViewModel.cs
  8. 47
      samples/interop/Direct3DInteropSample/MiniCube.fx
  9. 17
      samples/interop/Direct3DInteropSample/Program.cs
  10. 2
      src/Avalonia.Controls/TopLevel.cs

43
Avalonia.sln

@ -189,6 +189,8 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Linux", "Linux", "{86C53C40
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Avalonia.LinuxFramebuffer", "src\Linux\Avalonia.LinuxFramebuffer\Avalonia.LinuxFramebuffer.csproj", "{854568D5-13D1-4B4F-B50D-534DC7EFD3C9}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Direct3DInteropSample", "samples\interop\Direct3DInteropSample\Direct3DInteropSample.csproj", "{638580B0-7910-40EF-B674-DCB34DA308CD}"
EndProject
Global
GlobalSection(SharedMSBuildProjectFiles) = preSolution
src\Skia\Avalonia.Skia\Avalonia.Skia.projitems*{2f59f3d0-748d-4652-b01e-e0d954756308}*SharedItemsImports = 13
@ -2547,6 +2549,46 @@ Global
{854568D5-13D1-4B4F-B50D-534DC7EFD3C9}.Release|Mono.Build.0 = Release|Any CPU
{854568D5-13D1-4B4F-B50D-534DC7EFD3C9}.Release|x86.ActiveCfg = Release|Any CPU
{854568D5-13D1-4B4F-B50D-534DC7EFD3C9}.Release|x86.Build.0 = Release|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.Ad-Hoc|Any CPU.ActiveCfg = Debug|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.Ad-Hoc|Any CPU.Build.0 = Debug|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.Ad-Hoc|iPhone.ActiveCfg = Debug|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.Ad-Hoc|iPhone.Build.0 = Debug|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.Ad-Hoc|iPhoneSimulator.ActiveCfg = Debug|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.Ad-Hoc|iPhoneSimulator.Build.0 = Debug|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.Ad-Hoc|Mono.ActiveCfg = Debug|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.Ad-Hoc|Mono.Build.0 = Debug|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.Ad-Hoc|x86.ActiveCfg = Debug|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.Ad-Hoc|x86.Build.0 = Debug|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.AppStore|Any CPU.ActiveCfg = Debug|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.AppStore|Any CPU.Build.0 = Debug|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.AppStore|iPhone.ActiveCfg = Debug|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.AppStore|iPhone.Build.0 = Debug|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.AppStore|iPhoneSimulator.ActiveCfg = Debug|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.AppStore|iPhoneSimulator.Build.0 = Debug|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.AppStore|Mono.ActiveCfg = Debug|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.AppStore|Mono.Build.0 = Debug|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.AppStore|x86.ActiveCfg = Debug|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.AppStore|x86.Build.0 = Debug|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.Debug|Any CPU.Build.0 = Debug|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.Debug|iPhone.ActiveCfg = Debug|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.Debug|iPhone.Build.0 = Debug|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.Debug|iPhoneSimulator.ActiveCfg = Debug|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.Debug|iPhoneSimulator.Build.0 = Debug|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.Debug|Mono.ActiveCfg = Debug|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.Debug|Mono.Build.0 = Debug|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.Debug|x86.ActiveCfg = Debug|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.Debug|x86.Build.0 = Debug|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.Release|Any CPU.ActiveCfg = Release|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.Release|Any CPU.Build.0 = Release|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.Release|iPhone.ActiveCfg = Release|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.Release|iPhone.Build.0 = Release|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.Release|iPhoneSimulator.ActiveCfg = Release|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.Release|iPhoneSimulator.Build.0 = Release|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.Release|Mono.ActiveCfg = Release|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.Release|Mono.Build.0 = Release|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.Release|x86.ActiveCfg = Release|Any CPU
{638580B0-7910-40EF-B674-DCB34DA308CD}.Release|x86.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
@ -2606,5 +2648,6 @@ Global
{F3AC8BC1-27F5-4255-9AFC-04ABFD11683A} = {74487168-7D91-487E-BF93-055F2251461E}
{4D6FAF79-58B4-482F-9122-0668C346364C} = {74487168-7D91-487E-BF93-055F2251461E}
{854568D5-13D1-4B4F-B50D-534DC7EFD3C9} = {86C53C40-57AA-45B8-AD42-FAE0EFDF0F2B}
{638580B0-7910-40EF-B674-DCB34DA308CD} = {A0CC0258-D18C-4AB3-854F-7101680FC3F9}
EndGlobalSection
EndGlobal

6
samples/interop/Direct3DInteropSample/App.paml

@ -0,0 +1,6 @@
<Application xmlns="https://github.com/avaloniaui">
<Application.Styles>
<StyleInclude Source="resm:Avalonia.Themes.Default.DefaultTheme.xaml?assembly=Avalonia.Themes.Default"/>
<StyleInclude Source="resm:Avalonia.Themes.Default.Accents.BaseLight.xaml?assembly=Avalonia.Themes.Default"/>
</Application.Styles>
</Application>

13
samples/interop/Direct3DInteropSample/App.paml.cs

@ -0,0 +1,13 @@
using Avalonia;
using Avalonia.Markup.Xaml;
namespace Direct3DInteropSample
{
public class App : Application
{
public override void Initialize()
{
AvaloniaXamlLoader.Load(this);
}
}
}

33
samples/interop/Direct3DInteropSample/Direct3DInteropSample.csproj

@ -0,0 +1,33 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net461</TargetFramework>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="SharpDX.Mathematics" Version="3.1.1" />
<PackageReference Include="SharpDX.D3DCompiler" Version="3.1.1" />
<Compile Update="**\*.paml.cs">
<DependentUpon>%(Filename)</DependentUpon>
</Compile>
<EmbeddedResource Include="**\*.paml">
<SubType>Designer</SubType>
</EmbeddedResource>
</ItemGroup>
<ItemGroup>
<None Remove="MiniCube.fx" />
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="MiniCube.fx" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\..\src\Avalonia.DotNetFrameworkRuntime\Avalonia.DotNetFrameworkRuntime.csproj" />
<ProjectReference Include="..\..\..\src\Avalonia.Themes.Default\Avalonia.Themes.Default.csproj" />
<ProjectReference Include="..\..\..\src\Windows\Avalonia.Direct2D1\Avalonia.Direct2D1.csproj" />
<ProjectReference Include="..\..\..\src\Windows\Avalonia.Win32\Avalonia.Win32.csproj" />
</ItemGroup>
<Import Project="..\..\..\build\Serilog.props" />
<Import Project="..\..\..\build\Serilog.Sinks.Trace.props" />
<Import Project="..\..\..\build\Splat.props" />
<Import Project="..\..\..\build\Rx.props" />
<Import Project="$(MSBuildThisFileDirectory)..\..\..\src\Shared\nuget.workaround.targets" />
</Project>

263
samples/interop/Direct3DInteropSample/MainWindow.cs

@ -0,0 +1,263 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Avalonia;
using Avalonia.Controls;
using Avalonia.Direct2D1.Media;
using Avalonia.Markup.Xaml;
using Avalonia.Platform;
using Avalonia.Rendering;
using SharpDX;
using SharpDX.D3DCompiler;
using SharpDX.Direct2D1;
using SharpDX.Direct3D;
using SharpDX.Direct3D11;
using SharpDX.DXGI;
using SharpDX.WIC;
using SharpDX.Mathematics;
using AlphaMode = SharpDX.Direct2D1.AlphaMode;
using Buffer = SharpDX.Direct3D11.Buffer;
using DeviceContext = SharpDX.Direct3D11.DeviceContext;
using Factory1 = SharpDX.DXGI.Factory1;
using InputElement = SharpDX.Direct3D11.InputElement;
using Matrix = SharpDX.Matrix;
using PixelFormat = SharpDX.Direct2D1.PixelFormat;
namespace Direct3DInteropSample
{
class MainWindow : Window
{
private SharpDX.Direct3D11.Device _d3dDevice;
private SharpDX.DXGI.Device _dxgiDevice;
Texture2D backBuffer = null;
RenderTargetView renderView = null;
Texture2D depthBuffer = null;
DepthStencilView depthView = null;
private readonly SwapChain _swapChain;
private SwapChainDescription _desc;
private Matrix _proj = Matrix.Identity;
private Matrix _view;
private Buffer _contantBuffer;
private SharpDX.Direct2D1.Device _d2dDevice;
private SharpDX.Direct2D1.DeviceContext _d2dContext;
private RenderTarget _d2dRenderTarget;
private MainWindowViewModel _model;
public MainWindow()
{
_dxgiDevice = AvaloniaLocator.Current.GetService<SharpDX.DXGI.Device>();
_d3dDevice = _dxgiDevice.QueryInterface<SharpDX.Direct3D11.Device>();
_d2dDevice = AvaloniaLocator.Current.GetService<SharpDX.Direct2D1.Device>();
DataContext = _model = new MainWindowViewModel();
_desc = new SwapChainDescription()
{
BufferCount = 1,
ModeDescription =
new ModeDescription((int)ClientSize.Width, (int)ClientSize.Height,
new Rational(60, 1), Format.R8G8B8A8_UNorm),
IsWindowed = true,
OutputHandle = PlatformImpl.Handle.Handle,
SampleDescription = new SampleDescription(1, 0),
SwapEffect = SwapEffect.Discard,
Usage = Usage.RenderTargetOutput
};
_swapChain = new SwapChain(new Factory1(), _d3dDevice, _desc);
_d2dContext = new SharpDX.Direct2D1.DeviceContext(_d2dDevice, DeviceContextOptions.None)
{
DotsPerInch = new Size2F(96, 96)
};
CreateMesh();
_view = Matrix.LookAtLH(new Vector3(0, 0, -5), new Vector3(0, 0, 0), Vector3.UnitY);
this.GetObservable(ClientSizeProperty).Subscribe(Resize);
Resize(ClientSize);
AvaloniaXamlLoader.Load(this);
}
protected override void HandlePaint(Rect rect)
{
var viewProj = Matrix.Multiply(_view, _proj);
var context = _d3dDevice.ImmediateContext;
// Clear views
context.ClearDepthStencilView(depthView, DepthStencilClearFlags.Depth, 1.0f, 0);
context.ClearRenderTargetView(renderView, Color.White);
var time = 50;
// Update WorldViewProj Matrix
var worldViewProj = Matrix.RotationX((float) _model.RotationX) * Matrix.RotationY((float) _model.RotationY) *
Matrix.RotationZ((float) _model.RotationZ)
* Matrix.Scaling((float) _model.Zoom) * viewProj;
worldViewProj.Transpose();
context.UpdateSubresource(ref worldViewProj, _contantBuffer);
// Draw the cube
context.Draw(36, 0);
base.HandlePaint(rect);
// Present!
_swapChain.Present(0, PresentFlags.None);
}
void CreateMesh()
{
var device = _d3dDevice;
// Compile Vertex and Pixel shaders
var vertexShaderByteCode = ShaderBytecode.CompileFromFile("MiniCube.fx", "VS", "vs_4_0");
var vertexShader = new VertexShader(device, vertexShaderByteCode);
var pixelShaderByteCode = ShaderBytecode.CompileFromFile("MiniCube.fx", "PS", "ps_4_0");
var pixelShader = new PixelShader(device, pixelShaderByteCode);
var signature = ShaderSignature.GetInputSignature(vertexShaderByteCode);
// Layout from VertexShader input signature
var layout = new InputLayout(device, signature, new[]
{
new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 16, 0)
});
// Instantiate Vertex buiffer from vertex data
var vertices = Buffer.Create(device, BindFlags.VertexBuffer, new[]
{
new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), // Front
new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
new Vector4( 1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
new Vector4( 1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
new Vector4( 1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), // BACK
new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
new Vector4( 1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), // Top
new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
new Vector4( 1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
new Vector4(-1.0f,-1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), // Bottom
new Vector4( 1.0f,-1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
new Vector4(-1.0f,-1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
new Vector4(-1.0f,-1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
new Vector4( 1.0f,-1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
new Vector4( 1.0f,-1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), // Left
new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
new Vector4( 1.0f, -1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), // Right
new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
new Vector4( 1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
new Vector4( 1.0f, -1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
new Vector4( 1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
});
// Create Constant Buffer
_contantBuffer = new Buffer(device, Utilities.SizeOf<Matrix>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
var context = _d3dDevice.ImmediateContext;
// Prepare All the stages
context.InputAssembler.InputLayout = layout;
context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, Utilities.SizeOf<Vector4>() * 2, 0));
context.VertexShader.SetConstantBuffer(0, _contantBuffer);
context.VertexShader.Set(vertexShader);
context.PixelShader.Set(pixelShader);
}
void Resize(Size size)
{
Utilities.Dispose(ref _d2dRenderTarget);
Utilities.Dispose(ref backBuffer);
Utilities.Dispose(ref renderView);
Utilities.Dispose(ref depthBuffer);
Utilities.Dispose(ref depthView);
var context = _d3dDevice.ImmediateContext;
// Resize the backbuffer
_swapChain.ResizeBuffers(_desc.BufferCount, (int)size.Width, (int)size.Height, Format.Unknown, SwapChainFlags.None);
// Get the backbuffer from the swapchain
backBuffer = Texture2D.FromSwapChain<Texture2D>(_swapChain, 0);
// Renderview on the backbuffer
renderView = new RenderTargetView(_d3dDevice, backBuffer);
// Create the depth buffer
depthBuffer = new Texture2D(_d3dDevice, new Texture2DDescription()
{
Format = Format.D32_Float_S8X24_UInt,
ArraySize = 1,
MipLevels = 1,
Width = (int)size.Width,
Height = (int)size.Height,
SampleDescription = new SampleDescription(1, 0),
Usage = ResourceUsage.Default,
BindFlags = BindFlags.DepthStencil,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None
});
// Create the depth buffer view
depthView = new DepthStencilView(_d3dDevice, depthBuffer);
// Setup targets and viewport for rendering
context.Rasterizer.SetViewport(new Viewport(0, 0, (int)size.Width, (int)size.Height, 0.0f, 1.0f));
context.OutputMerger.SetTargets(depthView, renderView);
// Setup new projection matrix with correct aspect ratio
_proj = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, (float)(size.Width / size.Height), 0.1f, 100.0f);
using (var dxgiBackBuffer = _swapChain.GetBackBuffer<Surface>(0))
{
_d2dRenderTarget = new RenderTarget(AvaloniaLocator.Current.GetService<SharpDX.Direct2D1.Factory>()
, dxgiBackBuffer, new RenderTargetProperties
{
DpiX = 96,
DpiY = 96,
Type = RenderTargetType.Default,
PixelFormat = new PixelFormat(Format.Unknown, AlphaMode.Premultiplied)
});
}
}
class D3DRenderTarget: IRenderTarget
{
private readonly MainWindow _window;
public D3DRenderTarget(MainWindow window)
{
_window = window;
}
public void Dispose()
{
}
public IDrawingContextImpl CreateDrawingContext(IVisualBrushRenderer visualBrushRenderer)
{
return new DrawingContextImpl(visualBrushRenderer, _window._d2dRenderTarget,
AvaloniaLocator.Current.GetService<SharpDX.DirectWrite.Factory>());
}
}
public override IRenderTarget CreateRenderTarget() => new D3DRenderTarget(this);
}
}

14
samples/interop/Direct3DInteropSample/MainWindow.paml

@ -0,0 +1,14 @@
<Window xmlns="https://github.com/avaloniaui" Background="Transparent" Title="Avalonia Direct3D Demo">
<Grid ColumnDefinitions="*,Auto" Margin="20">
<StackPanel Grid.Column="1" MinWidth="200">
<TextBlock>Rotation X</TextBlock>
<Slider Value="{Binding RotationX, Mode=TwoWay}" Maximum="10"/>
<TextBlock>Rotation Y</TextBlock>
<Slider Value="{Binding RotationY, Mode=TwoWay}" Maximum="10"/>
<TextBlock>Rotation Z</TextBlock>
<Slider Value="{Binding RotationZ, Mode=TwoWay}" Maximum="10"/>
<TextBlock>Zoom</TextBlock>
<Slider Value="{Binding Zoom, Mode=TwoWay}" Maximum="3" Minimum="0.5"/>
</StackPanel>
</Grid>
</Window>

45
samples/interop/Direct3DInteropSample/MainWindowViewModel.cs

@ -0,0 +1,45 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using ReactiveUI;
namespace Direct3DInteropSample
{
public class MainWindowViewModel : ReactiveObject
{
private double _rotationX;
public double RotationX
{
get { return _rotationX; }
set { this.RaiseAndSetIfChanged(ref _rotationX, value); }
}
private double _rotationY = 1;
public double RotationY
{
get { return _rotationY; }
set { this.RaiseAndSetIfChanged(ref _rotationY, value); }
}
private double _rotationZ = 2;
public double RotationZ
{
get { return _rotationZ; }
set { this.RaiseAndSetIfChanged(ref _rotationZ, value); }
}
private double _zoom = 1;
public double Zoom
{
get { return _zoom; }
set { this.RaiseAndSetIfChanged(ref _zoom, value); }
}
}
}

47
samples/interop/Direct3DInteropSample/MiniCube.fx

@ -0,0 +1,47 @@
// Copyright (c) 2010-2013 SharpDX - Alexandre Mutel
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
struct VS_IN
{
float4 pos : POSITION;
float4 col : COLOR;
};
struct PS_IN
{
float4 pos : SV_POSITION;
float4 col : COLOR;
};
float4x4 worldViewProj;
PS_IN VS( VS_IN input )
{
PS_IN output = (PS_IN)0;
output.pos = mul(input.pos, worldViewProj);
output.col = input.col;
return output;
}
float4 PS( PS_IN input ) : SV_Target
{
return input.col;
}

17
samples/interop/Direct3DInteropSample/Program.cs

@ -0,0 +1,17 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Avalonia;
namespace Direct3DInteropSample
{
class Program
{
static void Main(string[] args)
{
AppBuilder.Configure<App>().UseWin32().UseDirect2D1().Start<MainWindow>();
}
}
}

2
src/Avalonia.Controls/TopLevel.cs

@ -185,7 +185,7 @@ namespace Avalonia.Controls
}
/// <inheritdoc/>
IRenderTarget IRenderRoot.CreateRenderTarget()
public virtual IRenderTarget CreateRenderTarget()
{
return _renderInterface.CreateRenderTarget(PlatformImpl.Surfaces);
}

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