/// <inveritdoc/>
 public override void Initialize(DeviceManager deviceManager)
 {
     base.Initialize(deviceManager);
     surfaceImageSourceNative.Device = Collect(DeviceManager.DeviceDirect3D.QueryInterface<SharpDX.DXGI.Device>());
 }
Ejemplo n.º 2
0
        public override void Initialize(DeviceManager deviceManager)
        {
            base.Initialize(deviceManager);

            // Remove previous buffer
            if (this.constantBuffer != null)
            {
                this.constantBuffer.Dispose();
            }
            // RemoveAndDispose(ref constantBuffer);

            // Setup local variables
            var d3dDevice = deviceManager.DeviceDirect3D;
            var d3dContext = deviceManager.ContextDirect3D;

            var path = Path.Combine(Windows.ApplicationModel.Package.Current.InstalledLocation.Path, "HelixToolkit.UWP");

            // Loads vertex shader bytecode
            var vertexShaderByteCode = NativeFile.ReadAllBytes(path + "\\MiniCube_VS.fxo");
            this.vertexShader = new VertexShader(d3dDevice, vertexShaderByteCode);

            // Loads pixel shader bytecode
            this.pixelShader = new PixelShader(d3dDevice, NativeFile.ReadAllBytes(path + "\\MiniCube_PS.fxo"));

            // Layout from VertexShader input signature
            this.layout = new InputLayout(
                d3dDevice,
                vertexShaderByteCode,
                new[]
                    {
                        new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
                        new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 16, 0)
                    });

            // Instantiate Vertex buffer from vertex data
            var vertices = SharpDX.Direct3D11.Buffer.Create(
                d3dDevice,
                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),
                    });

            this.vertexBufferBinding = new VertexBufferBinding(vertices, Utilities.SizeOf<Vector4>() * 2, 0);

            // Create Constant Buffer
            this.constantBuffer = new SharpDX.Direct3D11.Buffer(
                d3dDevice,
                Utilities.SizeOf<SharpDX.Matrix>(),
                ResourceUsage.Default,
                BindFlags.ConstantBuffer,
                CpuAccessFlags.None,
                ResourceOptionFlags.None,
                0);

            this.clock = new Stopwatch();
            this.clock.Start();
        }
Ejemplo n.º 3
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        /// <summary>
        /// Creates the device manager and image source when the viewport is loaded.
        /// </summary>
        /// <param name="sender">The sender.</param>
        /// <param name="e">The <see cref="RoutedEventArgs" /> instance containing the event data.</param>
        private void Viewport3DXLoaded(object sender, RoutedEventArgs e)
        {
            var logicalDpi = DisplayInformation.GetForCurrentView().LogicalDpi;
            int pixelWidth = (int)(this.ActualWidth * logicalDpi / 96.0);
            int pixelHeight = (int)(this.ActualHeight * logicalDpi / 96.0);

            // Safely dispose any previous instance
            // Creates a new DeviceManager (Direct3D, Direct2D, DirectWrite, WIC)
            this.deviceManager = new DeviceManager();

            // Use CoreWindowTarget as the rendering target (Initialize SwapChain, RenderTargetView, DepthStencilView, BitmapTarget)
            this.d3dTarget = new SwapChainTarget((SwapChainPanel)this.ItemsPanelRoot, pixelWidth, pixelHeight);

            this.deviceManager.OnInitialize += this.d3dTarget.Initialize;
            this.deviceManager.OnInitialize += this.Initialize;

            this.d3dTarget.OnRender += this.Render;

            // Initialize the device manager and all registered deviceManager.OnInitialize 
            this.deviceManager.Initialize(DisplayInformation.GetForCurrentView().LogicalDpi);

            // Setup rendering callback
            CompositionTarget.Rendering += this.CompositionTargetRendering;

            // Callback on DpiChanged
            DisplayProperties.LogicalDpiChanged += this.DisplayPropertiesLogicalDpiChanged;
        }
Ejemplo n.º 4
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 /// <summary>
 /// Initializes the model.
 /// </summary>
 /// <param name="deviceManager">The device manager.</param>
 private void Initialize(DeviceManager deviceManager)
 {
     foreach (Element3D e in this.Items)
     {
         e.Initialize(deviceManager);
     }
 }
Ejemplo n.º 5
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 /// <summary>
 /// Initializes the element.
 /// </summary>
 /// <param name="deviceManager">The device manager.</param>
 public virtual void Initialize(DeviceManager deviceManager)
 {
 }
Ejemplo n.º 6
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 private void devices_OnDpiChanged(DeviceManager obj)
 {
     if (OnSizeChanged != null)
         OnSizeChanged(this);
 }
Ejemplo n.º 7
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        /// <summary>
        /// Initializes this instance.
        /// </summary>
        /// <param name="deviceManager">The device manager</param>
        public virtual void Initialize(DeviceManager deviceManager) {
            this.DeviceManager = deviceManager;

            // If the DPI is changed, we need to perform a OnSizeChanged event
            deviceManager.OnDpiChanged -= devices_OnDpiChanged;
            deviceManager.OnDpiChanged += devices_OnDpiChanged;
        }
Ejemplo n.º 8
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        public override void Initialize(DeviceManager deviceManager)
        {
            base.Initialize(deviceManager);

            // Save the context instance
            this.deviceContext = deviceManager.DeviceDirect3D.ImmediateContext1;

            // We have to take into account pixel scaling; Windows Phone 8.1 uses virtual resolutions smaller than the physical screen size.
            float pixelScale = Windows.Graphics.Display.DisplayInformation.GetForCurrentView().LogicalDpi / 96.0f;

            // Properties of the swap chain
            global::SharpDX.DXGI.SwapChainDescription1 swapChainDescription = new global::SharpDX.DXGI.SwapChainDescription1()
            {
                // No transparency.
                AlphaMode = global::SharpDX.DXGI.AlphaMode.Ignore,
                // Double buffer.
                BufferCount = 2,
                // BGRA 32bit pixel format.
                Format = global::SharpDX.DXGI.Format.B8G8R8A8_UNorm,
                // Unlike in CoreWindow swap chains, the dimensions must be set.
                Height = (int)(this.swapChainPanel.RenderSize.Height * pixelScale),
                Width  = (int)(this.swapChainPanel.RenderSize.Width * pixelScale),
                // Default multisampling.
                SampleDescription = new global::SharpDX.DXGI.SampleDescription(1, 0),
                // In case the control is resized, stretch the swap chain accordingly.
                Scaling = global::SharpDX.DXGI.Scaling.Stretch,
                // No support for stereo display.
                Stereo = false,
                // Sequential displaying for double buffering.
                SwapEffect = global::SharpDX.DXGI.SwapEffect.FlipSequential,
                // This swapchain is going to be used as the back buffer.
                Usage = global::SharpDX.DXGI.Usage.BackBuffer | global::SharpDX.DXGI.Usage.RenderTargetOutput,
            };

            // Retrive the DXGI device associated to the Direct3D device.
            using (global::SharpDX.DXGI.Device3 dxgiDevice3 = deviceManager.DeviceDirect3D.QueryInterface <global::SharpDX.DXGI.Device3>())
            {
                // Get the DXGI factory automatically created when initializing the Direct3D device.
                using (global::SharpDX.DXGI.Factory3 dxgiFactory3 = dxgiDevice3.Adapter.GetParent <global::SharpDX.DXGI.Factory3>())
                {
                    // Create the swap chain and get the highest version available.
                    using (global::SharpDX.DXGI.SwapChain1 swapChain1 = new global::SharpDX.DXGI.SwapChain1(dxgiFactory3, deviceManager.DeviceDirect3D, ref swapChainDescription))
                    {
                        this.swapChain = swapChain1.QueryInterface <global::SharpDX.DXGI.SwapChain2>();
                    }
                }
            }

            // Obtain a reference to the native COM object of the SwapChainPanel.
            using (global::SharpDX.DXGI.ISwapChainPanelNative nativeObject = global::SharpDX.ComObject.As <global::SharpDX.DXGI.ISwapChainPanelNative>(this.swapChainPanel))
            {
                // Set its swap chain.
                nativeObject.SwapChain = this.swapChain;
            }

            // Create a descriptor for the depth/stencil buffer.
            // Allocate a 2-D surface as the depth/stencil buffer.
            // Create a DepthStencil view on this surface to use on bind.
            // TODO: Recreate a DepthStencilBuffer is inefficient. We should only have one depth buffer. Shared depth buffer?
            using (var depthBuffer = new global::SharpDX.Direct3D11.Texture2D(DeviceManager.DeviceDirect3D, new global::SharpDX.Direct3D11.Texture2DDescription()
            {
                Format = global::SharpDX.DXGI.Format.D24_UNorm_S8_UInt,
                ArraySize = 1,
                MipLevels = 1,
                Width = (int)swapChainDescription.Width,
                Height = (int)swapChainDescription.Height,
                SampleDescription = new global::SharpDX.DXGI.SampleDescription(1, 0),
                BindFlags = global::SharpDX.Direct3D11.BindFlags.DepthStencil,
            }))

                this.depthStencilView = Collect(new global::SharpDX.Direct3D11.DepthStencilView(DeviceManager.DeviceDirect3D, depthBuffer, new global::SharpDX.Direct3D11.DepthStencilViewDescription()
                {
                    Dimension = global::SharpDX.Direct3D11.DepthStencilViewDimension.Texture2D
                }));

            // Create a Texture2D from the existing swap chain to use as
            this.backBuffer       = global::SharpDX.Direct3D11.Texture2D.FromSwapChain <global::SharpDX.Direct3D11.Texture2D>(this.swapChain, 0);
            this.renderTargetView = new global::SharpDX.Direct3D11.RenderTargetView(deviceManager.DeviceDirect3D, this.backBuffer);

            var viewport = new global::SharpDX.ViewportF(0, 0, (float)swapChainDescription.Width, (float)swapChainDescription.Height, 0.0f, 1.0f);

            RenderTargetBounds = new Rect(viewport.X, viewport.Y, viewport.Width, viewport.Height);

            //DeviceManager.ContextDirect2D.Target = this.backBuffer.as;

            DeviceManager.ContextDirect3D.Rasterizer.SetViewport(viewport);
        }
Ejemplo n.º 9
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        public override void Initialize(DeviceManager deviceManager)
        {
            base.Initialize(deviceManager);

            // Save the context instance
            this.deviceContext = deviceManager.DeviceDirect3D.ImmediateContext1;

            // We have to take into account pixel scaling; Windows Phone 8.1 uses virtual resolutions smaller than the physical screen size.
            float pixelScale = Windows.Graphics.Display.DisplayInformation.GetForCurrentView().LogicalDpi / 96.0f;

            // Properties of the swap chain
            SharpDX.DXGI.SwapChainDescription1 swapChainDescription = new SharpDX.DXGI.SwapChainDescription1()
            {
                // No transparency.
                AlphaMode = SharpDX.DXGI.AlphaMode.Ignore,
                // Double buffer.
                BufferCount = 2,
                // BGRA 32bit pixel format.
                Format = SharpDX.DXGI.Format.B8G8R8A8_UNorm,
                // Unlike in CoreWindow swap chains, the dimensions must be set.
                Height = (int)(this.swapChainPanel.RenderSize.Height * pixelScale),
                Width = (int)(this.swapChainPanel.RenderSize.Width * pixelScale),
                // Default multisampling.
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                // In case the control is resized, stretch the swap chain accordingly.
                Scaling = SharpDX.DXGI.Scaling.Stretch,
                // No support for stereo display.
                Stereo = false,
                // Sequential displaying for double buffering.
                SwapEffect = SharpDX.DXGI.SwapEffect.FlipSequential,
                // This swapchain is going to be used as the back buffer.
                Usage = SharpDX.DXGI.Usage.BackBuffer | SharpDX.DXGI.Usage.RenderTargetOutput,
            };

            // Retrive the DXGI device associated to the Direct3D device.
            using (SharpDX.DXGI.Device3 dxgiDevice3 = deviceManager.DeviceDirect3D.QueryInterface<SharpDX.DXGI.Device3>())
            {
                // Get the DXGI factory automatically created when initializing the Direct3D device.
                using (SharpDX.DXGI.Factory3 dxgiFactory3 = dxgiDevice3.Adapter.GetParent<SharpDX.DXGI.Factory3>())
                {
                    // Create the swap chain and get the highest version available.
                    using (SharpDX.DXGI.SwapChain1 swapChain1 = new SharpDX.DXGI.SwapChain1(dxgiFactory3, deviceManager.DeviceDirect3D, ref swapChainDescription))
                    {
                        this.swapChain = swapChain1.QueryInterface<SharpDX.DXGI.SwapChain2>();
                    }
                }
            }

            // Obtain a reference to the native COM object of the SwapChainPanel.
            using (SharpDX.DXGI.ISwapChainPanelNative nativeObject = SharpDX.ComObject.As<SharpDX.DXGI.ISwapChainPanelNative>(this.swapChainPanel))
            {
                // Set its swap chain.
                nativeObject.SwapChain = this.swapChain;
            }

            // Create a descriptor for the depth/stencil buffer.
            // Allocate a 2-D surface as the depth/stencil buffer.
            // Create a DepthStencil view on this surface to use on bind.
            // TODO: Recreate a DepthStencilBuffer is inefficient. We should only have one depth buffer. Shared depth buffer?
            using (var depthBuffer = new SharpDX.Direct3D11.Texture2D(DeviceManager.DeviceDirect3D, new SharpDX.Direct3D11.Texture2DDescription()
            {
                Format = SharpDX.DXGI.Format.D24_UNorm_S8_UInt,
                ArraySize = 1,
                MipLevels = 1,
                Width = (int)swapChainDescription.Width,
                Height = (int)swapChainDescription.Height,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                BindFlags = SharpDX.Direct3D11.BindFlags.DepthStencil,
            }))

            this.depthStencilView = Collect(new SharpDX.Direct3D11.DepthStencilView(DeviceManager.DeviceDirect3D, depthBuffer, new SharpDX.Direct3D11.DepthStencilViewDescription() { Dimension = SharpDX.Direct3D11.DepthStencilViewDimension.Texture2D }));

            // Create a Texture2D from the existing swap chain to use as 
            this.backBuffer = SharpDX.Direct3D11.Texture2D.FromSwapChain<SharpDX.Direct3D11.Texture2D>(this.swapChain, 0);
            this.renderTargetView = new SharpDX.Direct3D11.RenderTargetView(deviceManager.DeviceDirect3D, this.backBuffer);

            var viewport = new SharpDX.ViewportF(0, 0, (float)swapChainDescription.Width, (float)swapChainDescription.Height, 0.0f, 1.0f);

            RenderTargetBounds = new Rect(viewport.X, viewport.Y, viewport.Width, viewport.Height);

            //DeviceManager.ContextDirect2D.Target = this.backBuffer.as;

            DeviceManager.ContextDirect3D.Rasterizer.SetViewport(viewport);
        }