/// <summary> /// Create a new presentation window for displaying directX content /// </summary> /// <param name="settings">The render settings.</param> public PresentationWindow(RenderFormSettings settings) : base(settings.Title) { Settings = settings; SetupEvents(); }
private void Run() { var window = new TesselationParameterForm(); window.Show(); var deviceManager = new DeviceManager(); deviceManager.Initialize(deviceCreationFlags: DeviceCreationFlags.Debug); var settings = new RenderFormSettings(800, 600, false, false, "hello!", WindowAssociationFlags.IgnoreAll); var renderWindow = new PresentationWindow(settings); renderWindow.SwapChain = deviceManager.CreateSwapChainForWindow(renderWindow.Handle, settings); var rtCreationSettings = new RenderTarget.Configuration.CreationSettings( new Size(settings.Width, settings.Height), true, new SampleDescription(1, 0), RenderTarget.Configuration.RenderTargetClearSettings.Default, RenderTarget.Configuration.DepthStencilClearSettings.Default); var renderTarget = deviceManager.RenderTargetManager.CreateRenderTargetFromSwapChain(renderWindow.SwapChain, rtCreationSettings); var context = deviceManager.Context; context.Rasterizer.SetViewports(new Viewport(0, 0, settings.Width, settings.Height, 0.0f, 1.0f)); var vertexData = new[] { new VertexPosition {Position = new Vector3(0.0f, 0.5f, 0.5f)}, new VertexPosition {Position = new Vector3(0.5f, -0.5f, 0.5f)}, new VertexPosition {Position = new Vector3(-0.5f, -0.5f, 0.5f)}, }; var stride = Marshal.SizeOf(typeof (VertexPosition)); var vertexBufferDesc = new BufferDescription( stride*vertexData.Length, ResourceUsage.Immutable, BindFlags.VertexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, stride); var vertexBuffer = Buffer.Create(deviceManager.Device, vertexData, vertexBufferDesc); var binding = new VertexBufferBinding(vertexBuffer, stride, 0); var inputLayout = new InputLayoutCache(deviceManager.Device).GetLayout<VertexPosition>(); var fileName = "../../Shaders/triangle.fx"; var hullShader = new HullShader(deviceManager.Device, deviceManager.ShaderCompiler.LoadByteCodeFromFile(ShaderCompiler.ShaderType.HullShader, fileName, "HS")); var domainerShader = new DomainShader(deviceManager.Device, deviceManager.ShaderCompiler.LoadByteCodeFromFile(ShaderCompiler.ShaderType.DomainShader, fileName, "DS")); var vertexShader = new VertexShader(deviceManager.Device, deviceManager.ShaderCompiler.LoadByteCodeFromFile(ShaderCompiler.ShaderType.VertexShader, fileName, "VS")); var pixelShader = new PixelShader(deviceManager.Device, deviceManager.ShaderCompiler.LoadByteCodeFromFile(ShaderCompiler.ShaderType.PixelShader, fileName, "PS")); Console.Out.WriteLine(""); var rasterizerState = new RasterizerState(deviceManager.Device, new RasterizerStateDescription { CullMode = CullMode.None, FillMode = FillMode.Wireframe, IsDepthClipEnabled = false, IsFrontCounterClockwise = false, IsScissorEnabled = false }); var constantBuffer = new ConstantBuffer<TessellationParameters>(deviceManager.Device); var parameters = new TessellationParameters { TessellationFactor = 5 }; RenderLoop.Run(renderWindow, () => { renderTarget.SetActive(context); renderTarget.Clear(context); context.InputAssembler.SetVertexBuffers(0, binding); context.InputAssembler.PrimitiveTopology = PrimitiveTopology.PatchListWith3ControlPoints; context.InputAssembler.InputLayout = inputLayout; context.VertexShader.Set(vertexShader); context.PixelShader.Set(pixelShader); context.HullShader.Set(hullShader); context.DomainShader.Set(domainerShader); parameters.TessellationFactor = window.TesselationFactor; constantBuffer.UpdateValue(parameters); context.HullShader.SetConstantBuffer(0, constantBuffer.Buffer); //context.OutputMerger.DepthStencilState = null; context.Rasterizer.State = rasterizerState; context.Draw(3, 0); renderWindow.Present(); }); deviceManager.Dispose(); }
/// <summary> /// Builds a <see cref="SwapChain"/> for the given handle using the given settings. /// </summary> /// <param name="handle">The handle to which to bind the <see cref="SwapChain"/> to.</param> /// <param name="settings">The settings to use when creating the <see cref="SwapChain"/></param> /// <returns>A new <see cref="SwapChain"/></returns> public SwapChain CreateSwapChainForWindow(IntPtr handle, RenderFormSettings settings) { if (settings == null) throw new ArgumentNullException("settings"); var desc = new SwapChainDescription { BufferCount = 1, ModeDescription = new ModeDescription(settings.Width, settings.Height, new Rational(60, 1), Format.R8G8B8A8_UNorm), IsWindowed = !settings.FullScreen, OutputHandle = handle, SampleDescription = new SampleDescription(1, 0), SwapEffect = SwapEffect.Discard, Usage = Usage.RenderTargetOutput }; var swapChain = new SwapChain(DXGIFactory, Device, desc); DXGIFactory.MakeWindowAssociation(handle, settings.WindowAssociationFlags); _swapChains.Add(swapChain); return swapChain; }