A cross-platform UI framework for .NET
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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 ?? IntPtr.Zero,
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);
Background = Avalonia.Media.Brushes.Transparent;
}
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);
// 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, null, _window._d2dRenderTarget,
AvaloniaLocator.Current.GetService<SharpDX.DirectWrite.Factory>(),
AvaloniaLocator.Current.GetService<ImagingFactory>());
}
}
protected override IRenderTarget CreateRenderTarget() => new D3DRenderTarget(this);
}
}