csharpc-sharpdotnetxamlavaloniauicross-platformcross-platform-xamlavaloniaguimulti-platformuser-interfacedotnetcore
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264 lines
13 KiB
264 lines
13 KiB
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 ?? IntPtr.Zero,
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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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Background = Avalonia.Media.Brushes.Transparent;
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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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// 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, null, _window._d2dRenderTarget,
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AvaloniaLocator.Current.GetService<SharpDX.DirectWrite.Factory>(),
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AvaloniaLocator.Current.GetService<ImagingFactory>());
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}
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}
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protected override IRenderTarget CreateRenderTarget() => new D3DRenderTarget(this);
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}
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}
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