MainWindow.cs 13 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using System.Text;
  5. using System.Threading.Tasks;
  6. using Avalonia;
  7. using Avalonia.Controls;
  8. using Avalonia.Direct2D1.Media;
  9. using Avalonia.Markup.Xaml;
  10. using Avalonia.Platform;
  11. using Avalonia.Rendering;
  12. using SharpDX;
  13. using SharpDX.D3DCompiler;
  14. using SharpDX.Direct2D1;
  15. using SharpDX.Direct3D;
  16. using SharpDX.Direct3D11;
  17. using SharpDX.DXGI;
  18. using SharpDX.WIC;
  19. using SharpDX.Mathematics;
  20. using AlphaMode = SharpDX.Direct2D1.AlphaMode;
  21. using Buffer = SharpDX.Direct3D11.Buffer;
  22. using DeviceContext = SharpDX.Direct3D11.DeviceContext;
  23. using Factory1 = SharpDX.DXGI.Factory1;
  24. using InputElement = SharpDX.Direct3D11.InputElement;
  25. using Matrix = SharpDX.Matrix;
  26. using PixelFormat = SharpDX.Direct2D1.PixelFormat;
  27. namespace Direct3DInteropSample
  28. {
  29. class MainWindow : Window
  30. {
  31. private SharpDX.Direct3D11.Device _d3dDevice;
  32. private SharpDX.DXGI.Device _dxgiDevice;
  33. Texture2D backBuffer = null;
  34. RenderTargetView renderView = null;
  35. Texture2D depthBuffer = null;
  36. DepthStencilView depthView = null;
  37. private readonly SwapChain _swapChain;
  38. private SwapChainDescription _desc;
  39. private Matrix _proj = Matrix.Identity;
  40. private Matrix _view;
  41. private Buffer _contantBuffer;
  42. private SharpDX.Direct2D1.Device _d2dDevice;
  43. private SharpDX.Direct2D1.DeviceContext _d2dContext;
  44. private RenderTarget _d2dRenderTarget;
  45. private MainWindowViewModel _model;
  46. public MainWindow()
  47. {
  48. _dxgiDevice = AvaloniaLocator.Current.GetService<SharpDX.DXGI.Device>();
  49. _d3dDevice = _dxgiDevice.QueryInterface<SharpDX.Direct3D11.Device>();
  50. _d2dDevice = AvaloniaLocator.Current.GetService<SharpDX.Direct2D1.Device>();
  51. DataContext = _model = new MainWindowViewModel();
  52. _desc = new SwapChainDescription()
  53. {
  54. BufferCount = 1,
  55. ModeDescription =
  56. new ModeDescription((int)ClientSize.Width, (int)ClientSize.Height,
  57. new Rational(60, 1), Format.R8G8B8A8_UNorm),
  58. IsWindowed = true,
  59. OutputHandle = PlatformImpl?.Handle.Handle ?? IntPtr.Zero,
  60. SampleDescription = new SampleDescription(1, 0),
  61. SwapEffect = SwapEffect.Discard,
  62. Usage = Usage.RenderTargetOutput
  63. };
  64. _swapChain = new SwapChain(new Factory1(), _d3dDevice, _desc);
  65. _d2dContext = new SharpDX.Direct2D1.DeviceContext(_d2dDevice, DeviceContextOptions.None)
  66. {
  67. DotsPerInch = new Size2F(96, 96)
  68. };
  69. CreateMesh();
  70. _view = Matrix.LookAtLH(new Vector3(0, 0, -5), new Vector3(0, 0, 0), Vector3.UnitY);
  71. this.GetObservable(ClientSizeProperty).Subscribe(Resize);
  72. Resize(ClientSize);
  73. AvaloniaXamlLoader.Load(this);
  74. Background = Avalonia.Media.Brushes.Transparent;
  75. }
  76. protected override void HandlePaint(Rect rect)
  77. {
  78. var viewProj = Matrix.Multiply(_view, _proj);
  79. var context = _d3dDevice.ImmediateContext;
  80. // Clear views
  81. context.ClearDepthStencilView(depthView, DepthStencilClearFlags.Depth, 1.0f, 0);
  82. context.ClearRenderTargetView(renderView, Color.White);
  83. // Update WorldViewProj Matrix
  84. var worldViewProj = Matrix.RotationX((float) _model.RotationX) * Matrix.RotationY((float) _model.RotationY) *
  85. Matrix.RotationZ((float) _model.RotationZ)
  86. * Matrix.Scaling((float) _model.Zoom) * viewProj;
  87. worldViewProj.Transpose();
  88. context.UpdateSubresource(ref worldViewProj, _contantBuffer);
  89. // Draw the cube
  90. context.Draw(36, 0);
  91. base.HandlePaint(rect);
  92. // Present!
  93. _swapChain.Present(0, PresentFlags.None);
  94. }
  95. void CreateMesh()
  96. {
  97. var device = _d3dDevice;
  98. // Compile Vertex and Pixel shaders
  99. var vertexShaderByteCode = ShaderBytecode.CompileFromFile("MiniCube.fx", "VS", "vs_4_0");
  100. var vertexShader = new VertexShader(device, vertexShaderByteCode);
  101. var pixelShaderByteCode = ShaderBytecode.CompileFromFile("MiniCube.fx", "PS", "ps_4_0");
  102. var pixelShader = new PixelShader(device, pixelShaderByteCode);
  103. var signature = ShaderSignature.GetInputSignature(vertexShaderByteCode);
  104. // Layout from VertexShader input signature
  105. var layout = new InputLayout(device, signature, new[]
  106. {
  107. new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
  108. new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 16, 0)
  109. });
  110. // Instantiate Vertex buiffer from vertex data
  111. var vertices = Buffer.Create(device, BindFlags.VertexBuffer, new[]
  112. {
  113. new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), // Front
  114. new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
  115. new Vector4( 1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
  116. new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
  117. new Vector4( 1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
  118. new Vector4( 1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
  119. new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), // BACK
  120. new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
  121. new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
  122. new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
  123. new Vector4( 1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
  124. new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
  125. new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), // Top
  126. new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
  127. new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
  128. new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
  129. new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
  130. new Vector4( 1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
  131. new Vector4(-1.0f,-1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), // Bottom
  132. new Vector4( 1.0f,-1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
  133. new Vector4(-1.0f,-1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
  134. new Vector4(-1.0f,-1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
  135. new Vector4( 1.0f,-1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
  136. new Vector4( 1.0f,-1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
  137. new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), // Left
  138. new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
  139. new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
  140. new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
  141. new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
  142. new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
  143. new Vector4( 1.0f, -1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), // Right
  144. new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
  145. new Vector4( 1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
  146. new Vector4( 1.0f, -1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
  147. new Vector4( 1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
  148. new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
  149. });
  150. // Create Constant Buffer
  151. _contantBuffer = new Buffer(device, Utilities.SizeOf<Matrix>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
  152. var context = _d3dDevice.ImmediateContext;
  153. // Prepare All the stages
  154. context.InputAssembler.InputLayout = layout;
  155. context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
  156. context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, Utilities.SizeOf<Vector4>() * 2, 0));
  157. context.VertexShader.SetConstantBuffer(0, _contantBuffer);
  158. context.VertexShader.Set(vertexShader);
  159. context.PixelShader.Set(pixelShader);
  160. }
  161. void Resize(Size size)
  162. {
  163. Utilities.Dispose(ref _d2dRenderTarget);
  164. Utilities.Dispose(ref backBuffer);
  165. Utilities.Dispose(ref renderView);
  166. Utilities.Dispose(ref depthBuffer);
  167. Utilities.Dispose(ref depthView);
  168. var context = _d3dDevice.ImmediateContext;
  169. // Resize the backbuffer
  170. _swapChain.ResizeBuffers(_desc.BufferCount, (int)size.Width, (int)size.Height, Format.Unknown, SwapChainFlags.None);
  171. // Get the backbuffer from the swapchain
  172. backBuffer = Texture2D.FromSwapChain<Texture2D>(_swapChain, 0);
  173. // Renderview on the backbuffer
  174. renderView = new RenderTargetView(_d3dDevice, backBuffer);
  175. // Create the depth buffer
  176. depthBuffer = new Texture2D(_d3dDevice, new Texture2DDescription()
  177. {
  178. Format = Format.D32_Float_S8X24_UInt,
  179. ArraySize = 1,
  180. MipLevels = 1,
  181. Width = (int)size.Width,
  182. Height = (int)size.Height,
  183. SampleDescription = new SampleDescription(1, 0),
  184. Usage = ResourceUsage.Default,
  185. BindFlags = BindFlags.DepthStencil,
  186. CpuAccessFlags = CpuAccessFlags.None,
  187. OptionFlags = ResourceOptionFlags.None
  188. });
  189. // Create the depth buffer view
  190. depthView = new DepthStencilView(_d3dDevice, depthBuffer);
  191. // Setup targets and viewport for rendering
  192. context.Rasterizer.SetViewport(new Viewport(0, 0, (int)size.Width, (int)size.Height, 0.0f, 1.0f));
  193. context.OutputMerger.SetTargets(depthView, renderView);
  194. // Setup new projection matrix with correct aspect ratio
  195. _proj = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, (float)(size.Width / size.Height), 0.1f, 100.0f);
  196. using (var dxgiBackBuffer = _swapChain.GetBackBuffer<Surface>(0))
  197. {
  198. _d2dRenderTarget = new RenderTarget(AvaloniaLocator.Current.GetService<SharpDX.Direct2D1.Factory>()
  199. , dxgiBackBuffer, new RenderTargetProperties
  200. {
  201. DpiX = 96,
  202. DpiY = 96,
  203. Type = RenderTargetType.Default,
  204. PixelFormat = new PixelFormat(Format.Unknown, AlphaMode.Premultiplied)
  205. });
  206. }
  207. }
  208. class D3DRenderTarget: IRenderTarget
  209. {
  210. private readonly MainWindow _window;
  211. public D3DRenderTarget(MainWindow window)
  212. {
  213. _window = window;
  214. }
  215. public void Dispose()
  216. {
  217. }
  218. public IDrawingContextImpl CreateDrawingContext(IVisualBrushRenderer visualBrushRenderer)
  219. {
  220. return new DrawingContextImpl(visualBrushRenderer, null, _window._d2dRenderTarget,
  221. AvaloniaLocator.Current.GetService<SharpDX.DirectWrite.Factory>(),
  222. AvaloniaLocator.Current.GetService<ImagingFactory>());
  223. }
  224. }
  225. protected override IRenderTarget CreateRenderTarget() => new D3DRenderTarget(this);
  226. }
  227. }