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(); _d3dDevice = _dxgiDevice.QueryInterface(); _d2dDevice = AvaloniaLocator.Current.GetService(); 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(), 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() * 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(_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(0)) { _d2dRenderTarget = new RenderTarget(AvaloniaLocator.Current.GetService() , 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()); } } public override IRenderTarget CreateRenderTarget() => new D3DRenderTarget(this); } }