committed by
GitHub
10 changed files with 484 additions and 1 deletions
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<Application xmlns="https://github.com/avaloniaui"> |
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<Application.Styles> |
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<StyleInclude Source="resm:Avalonia.Themes.Default.DefaultTheme.xaml?assembly=Avalonia.Themes.Default"/> |
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<StyleInclude Source="resm:Avalonia.Themes.Default.Accents.BaseLight.xaml?assembly=Avalonia.Themes.Default"/> |
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</Application.Styles> |
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</Application> |
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using Avalonia; |
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using Avalonia.Markup.Xaml; |
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namespace Direct3DInteropSample |
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{ |
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public class App : Application |
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{ |
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public override void Initialize() |
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{ |
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AvaloniaXamlLoader.Load(this); |
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} |
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} |
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} |
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<Project Sdk="Microsoft.NET.Sdk"> |
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<PropertyGroup> |
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<OutputType>Exe</OutputType> |
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<TargetFramework>net461</TargetFramework> |
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</PropertyGroup> |
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<ItemGroup> |
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<PackageReference Include="SharpDX.Mathematics" Version="3.1.1" /> |
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<PackageReference Include="SharpDX.D3DCompiler" Version="3.1.1" /> |
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<Compile Update="**\*.paml.cs"> |
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<DependentUpon>%(Filename)</DependentUpon> |
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</Compile> |
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<EmbeddedResource Include="**\*.paml"> |
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<SubType>Designer</SubType> |
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</EmbeddedResource> |
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</ItemGroup> |
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<ItemGroup> |
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<None Remove="MiniCube.fx" /> |
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</ItemGroup> |
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<ItemGroup> |
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<EmbeddedResource Include="MiniCube.fx" /> |
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</ItemGroup> |
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<ItemGroup> |
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<ProjectReference Include="..\..\..\src\Avalonia.DotNetFrameworkRuntime\Avalonia.DotNetFrameworkRuntime.csproj" /> |
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<ProjectReference Include="..\..\..\src\Avalonia.Themes.Default\Avalonia.Themes.Default.csproj" /> |
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<ProjectReference Include="..\..\..\src\Windows\Avalonia.Direct2D1\Avalonia.Direct2D1.csproj" /> |
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<ProjectReference Include="..\..\..\src\Windows\Avalonia.Win32\Avalonia.Win32.csproj" /> |
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</ItemGroup> |
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<Import Project="..\..\..\build\Serilog.props" /> |
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<Import Project="..\..\..\build\Serilog.Sinks.Trace.props" /> |
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<Import Project="..\..\..\build\Splat.props" /> |
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<Import Project="..\..\..\build\Rx.props" /> |
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<Import Project="$(MSBuildThisFileDirectory)..\..\..\src\Shared\nuget.workaround.targets" /> |
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</Project> |
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using System; |
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using System.Collections.Generic; |
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using System.Linq; |
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using System.Text; |
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using System.Threading.Tasks; |
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using Avalonia; |
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using Avalonia.Controls; |
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using Avalonia.Direct2D1.Media; |
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using Avalonia.Markup.Xaml; |
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using Avalonia.Platform; |
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using Avalonia.Rendering; |
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using SharpDX; |
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using SharpDX.D3DCompiler; |
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using SharpDX.Direct2D1; |
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using SharpDX.Direct3D; |
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using SharpDX.Direct3D11; |
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using SharpDX.DXGI; |
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using SharpDX.WIC; |
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using SharpDX.Mathematics; |
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using AlphaMode = SharpDX.Direct2D1.AlphaMode; |
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using Buffer = SharpDX.Direct3D11.Buffer; |
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using DeviceContext = SharpDX.Direct3D11.DeviceContext; |
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using Factory1 = SharpDX.DXGI.Factory1; |
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using InputElement = SharpDX.Direct3D11.InputElement; |
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using Matrix = SharpDX.Matrix; |
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using PixelFormat = SharpDX.Direct2D1.PixelFormat; |
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namespace Direct3DInteropSample |
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{ |
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class MainWindow : Window |
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{ |
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private SharpDX.Direct3D11.Device _d3dDevice; |
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private SharpDX.DXGI.Device _dxgiDevice; |
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Texture2D backBuffer = null; |
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RenderTargetView renderView = null; |
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Texture2D depthBuffer = null; |
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DepthStencilView depthView = null; |
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private readonly SwapChain _swapChain; |
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private SwapChainDescription _desc; |
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private Matrix _proj = Matrix.Identity; |
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private Matrix _view; |
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private Buffer _contantBuffer; |
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private SharpDX.Direct2D1.Device _d2dDevice; |
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private SharpDX.Direct2D1.DeviceContext _d2dContext; |
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private RenderTarget _d2dRenderTarget; |
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private MainWindowViewModel _model; |
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public MainWindow() |
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{ |
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_dxgiDevice = AvaloniaLocator.Current.GetService<SharpDX.DXGI.Device>(); |
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_d3dDevice = _dxgiDevice.QueryInterface<SharpDX.Direct3D11.Device>(); |
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_d2dDevice = AvaloniaLocator.Current.GetService<SharpDX.Direct2D1.Device>(); |
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DataContext = _model = new MainWindowViewModel(); |
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_desc = new SwapChainDescription() |
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{ |
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BufferCount = 1, |
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ModeDescription = |
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new ModeDescription((int)ClientSize.Width, (int)ClientSize.Height, |
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new Rational(60, 1), Format.R8G8B8A8_UNorm), |
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IsWindowed = true, |
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OutputHandle = PlatformImpl.Handle.Handle, |
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SampleDescription = new SampleDescription(1, 0), |
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SwapEffect = SwapEffect.Discard, |
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Usage = Usage.RenderTargetOutput |
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}; |
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_swapChain = new SwapChain(new Factory1(), _d3dDevice, _desc); |
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_d2dContext = new SharpDX.Direct2D1.DeviceContext(_d2dDevice, DeviceContextOptions.None) |
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{ |
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DotsPerInch = new Size2F(96, 96) |
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}; |
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CreateMesh(); |
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_view = Matrix.LookAtLH(new Vector3(0, 0, -5), new Vector3(0, 0, 0), Vector3.UnitY); |
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this.GetObservable(ClientSizeProperty).Subscribe(Resize); |
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Resize(ClientSize); |
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AvaloniaXamlLoader.Load(this); |
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} |
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protected override void HandlePaint(Rect rect) |
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{ |
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var viewProj = Matrix.Multiply(_view, _proj); |
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var context = _d3dDevice.ImmediateContext; |
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// Clear views
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context.ClearDepthStencilView(depthView, DepthStencilClearFlags.Depth, 1.0f, 0); |
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context.ClearRenderTargetView(renderView, Color.White); |
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var time = 50; |
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// Update WorldViewProj Matrix
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var worldViewProj = Matrix.RotationX((float) _model.RotationX) * Matrix.RotationY((float) _model.RotationY) * |
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Matrix.RotationZ((float) _model.RotationZ) |
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* Matrix.Scaling((float) _model.Zoom) * viewProj; |
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worldViewProj.Transpose(); |
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context.UpdateSubresource(ref worldViewProj, _contantBuffer); |
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// Draw the cube
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context.Draw(36, 0); |
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base.HandlePaint(rect); |
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// Present!
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_swapChain.Present(0, PresentFlags.None); |
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} |
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void CreateMesh() |
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{ |
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var device = _d3dDevice; |
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// Compile Vertex and Pixel shaders
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var vertexShaderByteCode = ShaderBytecode.CompileFromFile("MiniCube.fx", "VS", "vs_4_0"); |
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var vertexShader = new VertexShader(device, vertexShaderByteCode); |
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var pixelShaderByteCode = ShaderBytecode.CompileFromFile("MiniCube.fx", "PS", "ps_4_0"); |
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var pixelShader = new PixelShader(device, pixelShaderByteCode); |
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var signature = ShaderSignature.GetInputSignature(vertexShaderByteCode); |
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// Layout from VertexShader input signature
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var layout = new InputLayout(device, signature, new[] |
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{ |
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new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0), |
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new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 16, 0) |
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}); |
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// Instantiate Vertex buiffer from vertex data
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var vertices = Buffer.Create(device, BindFlags.VertexBuffer, new[] |
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{ |
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new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), // Front
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new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), |
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new Vector4( 1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), |
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new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), |
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new Vector4( 1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), |
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new Vector4( 1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), |
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new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), // BACK
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new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), |
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new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), |
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new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), |
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new Vector4( 1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), |
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new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), |
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new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), // Top
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new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), |
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new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), |
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new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), |
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new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), |
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new Vector4( 1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), |
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new Vector4(-1.0f,-1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), // Bottom
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new Vector4( 1.0f,-1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), |
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new Vector4(-1.0f,-1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), |
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new Vector4(-1.0f,-1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), |
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new Vector4( 1.0f,-1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), |
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new Vector4( 1.0f,-1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), |
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new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), // Left
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new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), |
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new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), |
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new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), |
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new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), |
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new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), |
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new Vector4( 1.0f, -1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), // Right
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new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), |
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new Vector4( 1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), |
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new Vector4( 1.0f, -1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), |
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new Vector4( 1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), |
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new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), |
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}); |
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// Create Constant Buffer
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_contantBuffer = new Buffer(device, Utilities.SizeOf<Matrix>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0); |
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var context = _d3dDevice.ImmediateContext; |
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// Prepare All the stages
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context.InputAssembler.InputLayout = layout; |
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context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; |
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context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, Utilities.SizeOf<Vector4>() * 2, 0)); |
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context.VertexShader.SetConstantBuffer(0, _contantBuffer); |
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context.VertexShader.Set(vertexShader); |
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context.PixelShader.Set(pixelShader); |
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} |
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void Resize(Size size) |
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{ |
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Utilities.Dispose(ref _d2dRenderTarget); |
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Utilities.Dispose(ref backBuffer); |
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Utilities.Dispose(ref renderView); |
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Utilities.Dispose(ref depthBuffer); |
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Utilities.Dispose(ref depthView); |
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var context = _d3dDevice.ImmediateContext; |
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// Resize the backbuffer
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_swapChain.ResizeBuffers(_desc.BufferCount, (int)size.Width, (int)size.Height, Format.Unknown, SwapChainFlags.None); |
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// Get the backbuffer from the swapchain
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backBuffer = Texture2D.FromSwapChain<Texture2D>(_swapChain, 0); |
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// Renderview on the backbuffer
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renderView = new RenderTargetView(_d3dDevice, backBuffer); |
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// Create the depth buffer
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depthBuffer = new Texture2D(_d3dDevice, new Texture2DDescription() |
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{ |
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Format = Format.D32_Float_S8X24_UInt, |
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ArraySize = 1, |
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MipLevels = 1, |
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Width = (int)size.Width, |
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Height = (int)size.Height, |
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SampleDescription = new SampleDescription(1, 0), |
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Usage = ResourceUsage.Default, |
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BindFlags = BindFlags.DepthStencil, |
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CpuAccessFlags = CpuAccessFlags.None, |
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OptionFlags = ResourceOptionFlags.None |
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}); |
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// Create the depth buffer view
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depthView = new DepthStencilView(_d3dDevice, depthBuffer); |
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// Setup targets and viewport for rendering
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context.Rasterizer.SetViewport(new Viewport(0, 0, (int)size.Width, (int)size.Height, 0.0f, 1.0f)); |
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context.OutputMerger.SetTargets(depthView, renderView); |
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// Setup new projection matrix with correct aspect ratio
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_proj = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, (float)(size.Width / size.Height), 0.1f, 100.0f); |
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using (var dxgiBackBuffer = _swapChain.GetBackBuffer<Surface>(0)) |
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{ |
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_d2dRenderTarget = new RenderTarget(AvaloniaLocator.Current.GetService<SharpDX.Direct2D1.Factory>() |
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, dxgiBackBuffer, new RenderTargetProperties |
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{ |
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DpiX = 96, |
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DpiY = 96, |
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Type = RenderTargetType.Default, |
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PixelFormat = new PixelFormat(Format.Unknown, AlphaMode.Premultiplied) |
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}); |
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} |
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} |
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class D3DRenderTarget: IRenderTarget |
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{ |
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private readonly MainWindow _window; |
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public D3DRenderTarget(MainWindow window) |
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{ |
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_window = window; |
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} |
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public void Dispose() |
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{ |
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} |
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public IDrawingContextImpl CreateDrawingContext(IVisualBrushRenderer visualBrushRenderer) |
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{ |
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return new DrawingContextImpl(visualBrushRenderer, _window._d2dRenderTarget, |
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AvaloniaLocator.Current.GetService<SharpDX.DirectWrite.Factory>()); |
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} |
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} |
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public override IRenderTarget CreateRenderTarget() => new D3DRenderTarget(this); |
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} |
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} |
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<Window xmlns="https://github.com/avaloniaui" Background="Transparent" Title="Avalonia Direct3D Demo"> |
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<Grid ColumnDefinitions="*,Auto" Margin="20"> |
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<StackPanel Grid.Column="1" MinWidth="200"> |
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<TextBlock>Rotation X</TextBlock> |
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<Slider Value="{Binding RotationX, Mode=TwoWay}" Maximum="10"/> |
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<TextBlock>Rotation Y</TextBlock> |
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<Slider Value="{Binding RotationY, Mode=TwoWay}" Maximum="10"/> |
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<TextBlock>Rotation Z</TextBlock> |
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<Slider Value="{Binding RotationZ, Mode=TwoWay}" Maximum="10"/> |
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<TextBlock>Zoom</TextBlock> |
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<Slider Value="{Binding Zoom, Mode=TwoWay}" Maximum="3" Minimum="0.5"/> |
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</StackPanel> |
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</Grid> |
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</Window> |
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@ -0,0 +1,45 @@ |
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using System; |
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using System.Collections.Generic; |
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using System.Linq; |
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using System.Text; |
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using System.Threading.Tasks; |
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using ReactiveUI; |
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namespace Direct3DInteropSample |
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{ |
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public class MainWindowViewModel : ReactiveObject |
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{ |
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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); } |
||||
|
} |
||||
|
} |
||||
|
} |
||||
@ -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; |
||||
|
} |
||||
@ -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>(); |
||||
|
} |
||||
|
} |
||||
|
} |
||||
Loading…
Reference in new issue