csharpc-sharpdotnetxamlavaloniauicross-platformcross-platform-xamlavaloniaguimulti-platformuser-interfacedotnetcore
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110 lines
5.8 KiB
110 lines
5.8 KiB
using SharpDX;
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using SharpDX.D3DCompiler;
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using SharpDX.Direct3D;
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using System;
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using System.Linq;
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using System.Threading.Tasks;
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using SharpDX.Direct2D1;
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using SharpDX.Direct3D11;
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using SharpDX.DXGI;
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using SharpDX.Mathematics.Interop;
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using Buffer = SharpDX.Direct3D11.Buffer;
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using DeviceContext = SharpDX.Direct2D1.DeviceContext;
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using DxgiFactory1 = SharpDX.DXGI.Factory1;
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using Matrix = SharpDX.Matrix;
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using D3DDevice = SharpDX.Direct3D11.Device;
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using DxgiResource = SharpDX.DXGI.Resource;
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using FeatureLevel = SharpDX.Direct3D.FeatureLevel;
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using InputElement = SharpDX.Direct3D11.InputElement;
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namespace GpuInterop.D3DDemo;
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public class D3DContent
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{
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public static Buffer CreateMesh(D3DDevice device)
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{
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// Compile Vertex and Pixel shaders
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var vertexShaderByteCode = ShaderBytecode.CompileFromFile("D3DDemo\\MiniCube.fx", "VS", "vs_4_0");
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var vertexShader = new VertexShader(device, vertexShaderByteCode);
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var pixelShaderByteCode = ShaderBytecode.CompileFromFile("D3DDemo\\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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var inputElements = 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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// Layout from VertexShader input signature
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var layout = new InputLayout(
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device,
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signature,
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inputElements);
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// Instantiate Vertex buffer from vertex data
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using var vertices = Buffer.Create(
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device,
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BindFlags.VertexBuffer,
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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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var constantBuffer = new Buffer(device, Utilities.SizeOf<Matrix>(), ResourceUsage.Default,
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BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
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var context = device.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,
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new VertexBufferBinding(vertices, Utilities.SizeOf<Vector4>() * 2, 0));
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context.VertexShader.SetConstantBuffer(0, constantBuffer);
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context.VertexShader.Set(vertexShader);
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context.PixelShader.Set(pixelShader);
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return constantBuffer;
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}
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}
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