/// <summary> /// Now that we have a CoreWindow object, the DirectX device/context can be created. /// </summary> /// <param name="entryPoint"></param> public void Load(string entryPoint) { // Get the default hardware device and enable debugging. Don't care about the available feature level. // DeviceCreationFlags.BgraSupport must be enabled to allow Direct2D interop. SharpDX.Direct3D11.Device defaultDevice = new SharpDX.Direct3D11.Device(DriverType.Hardware, DeviceCreationFlags.Debug | DeviceCreationFlags.BgraSupport); // Query the default device for the supported device and context interfaces. device = defaultDevice.QueryInterface <SharpDX.Direct3D11.Device1>(); d3dContext = device.ImmediateContext.QueryInterface <SharpDX.Direct3D11.DeviceContext1>(); // Query for the adapter and more advanced DXGI objects. SharpDX.DXGI.Device2 dxgiDevice2 = device.QueryInterface <SharpDX.DXGI.Device2>(); SharpDX.DXGI.Adapter dxgiAdapter = dxgiDevice2.Adapter; SharpDX.DXGI.Factory2 dxgiFactory2 = dxgiAdapter.GetParent <SharpDX.DXGI.Factory2>(); // Description for our swap chain settings. SwapChainDescription1 description = new SwapChainDescription1() { // 0 means to use automatic buffer sizing. Width = 0, Height = 0, // 32 bit RGBA color. Format = Format.B8G8R8A8_UNorm, // No stereo (3D) display. Stereo = false, // No multisampling. SampleDescription = new SampleDescription(1, 0), // Use the swap chain as a render target. Usage = Usage.RenderTargetOutput, // Enable double buffering to prevent flickering. BufferCount = 2, // No scaling. Scaling = Scaling.None, // Flip between both buffers. SwapEffect = SwapEffect.FlipSequential, }; // Generate a swap chain for our window based on the specified description. swapChain = new SwapChain1(dxgiFactory2, device, new ComObject(window), ref description); // Get the default Direct2D device and create a context. SharpDX.Direct2D1.Device d2dDevice = new SharpDX.Direct2D1.Device(dxgiDevice2); d2dContext = new SharpDX.Direct2D1.DeviceContext(d2dDevice, SharpDX.Direct2D1.DeviceContextOptions.None); // Specify the properties for the bitmap that we will use as the target of our Direct2D operations. // We want a 32-bit BGRA surface with premultiplied alpha. BitmapProperties1 properties = new BitmapProperties1(new SharpDX.Direct2D1.PixelFormat(SharpDX.DXGI.Format.B8G8R8A8_UNorm, SharpDX.Direct2D1.AlphaMode.Premultiplied), DisplayProperties.LogicalDpi, DisplayProperties.LogicalDpi, BitmapOptions.Target | BitmapOptions.CannotDraw); // Get the default surface as a backbuffer and create the Bitmap1 that will hold the Direct2D drawing target. Surface backBuffer = swapChain.GetBackBuffer <Surface>(0); d2dTarget = new Bitmap1(d2dContext, backBuffer, properties); playerBitmap = this.LoadBitmapFromContentFile("/Assets/Bitmaps/player.png"); terrainBitmap = this.LoadBitmapFromContentFile("/Assets/Bitmaps/terrain.png"); terrainBrush = new BitmapBrush1(d2dContext, terrainBitmap, new BitmapBrushProperties1() { ExtendModeX = ExtendMode.Wrap, ExtendModeY = ExtendMode.Wrap, }); }
/// <summary> /// Now that we have a CoreWindow object, the DirectX device/context can be created. /// </summary> /// <param name="entryPoint"></param> public void Load(string entryPoint) { // Get the default hardware device and enable debugging. Don't care about the available feature level. // DeviceCreationFlags.BgraSupport must be enabled to allow Direct2D interop. SharpDX.Direct3D11.Device defaultDevice = new SharpDX.Direct3D11.Device(DriverType.Hardware, DeviceCreationFlags.Debug | DeviceCreationFlags.BgraSupport); // Query the default device for the supported device and context interfaces. device = defaultDevice.QueryInterface<SharpDX.Direct3D11.Device1>(); d3dContext = device.ImmediateContext.QueryInterface<SharpDX.Direct3D11.DeviceContext1>(); // Query for the adapter and more advanced DXGI objects. SharpDX.DXGI.Device2 dxgiDevice2 = device.QueryInterface<SharpDX.DXGI.Device2>(); SharpDX.DXGI.Adapter dxgiAdapter = dxgiDevice2.Adapter; SharpDX.DXGI.Factory2 dxgiFactory2 = dxgiAdapter.GetParent<SharpDX.DXGI.Factory2>(); // Description for our swap chain settings. SwapChainDescription1 description = new SwapChainDescription1() { // 0 means to use automatic buffer sizing. Width = 0, Height = 0, // 32 bit RGBA color. Format = Format.B8G8R8A8_UNorm, // No stereo (3D) display. Stereo = false, // No multisampling. SampleDescription = new SampleDescription(1, 0), // Use the swap chain as a render target. Usage = Usage.RenderTargetOutput, // Enable double buffering to prevent flickering. BufferCount = 2, // No scaling. Scaling = Scaling.None, // Flip between both buffers. SwapEffect = SwapEffect.FlipSequential, }; // Generate a swap chain for our window based on the specified description. swapChain = new SwapChain1(dxgiFactory2, device, new ComObject(window), ref description); // Get the default Direct2D device and create a context. SharpDX.Direct2D1.Device d2dDevice = new SharpDX.Direct2D1.Device(dxgiDevice2); d2dContext = new SharpDX.Direct2D1.DeviceContext(d2dDevice, SharpDX.Direct2D1.DeviceContextOptions.None); // Specify the properties for the bitmap that we will use as the target of our Direct2D operations. // We want a 32-bit BGRA surface with premultiplied alpha. BitmapProperties1 properties = new BitmapProperties1(new SharpDX.Direct2D1.PixelFormat(SharpDX.DXGI.Format.B8G8R8A8_UNorm, SharpDX.Direct2D1.AlphaMode.Premultiplied), DisplayProperties.LogicalDpi, DisplayProperties.LogicalDpi, BitmapOptions.Target | BitmapOptions.CannotDraw); // Get the default surface as a backbuffer and create the Bitmap1 that will hold the Direct2D drawing target. Surface backBuffer = swapChain.GetBackBuffer<Surface>(0); d2dTarget = new Bitmap1(d2dContext, backBuffer, properties); playerBitmap = this.LoadBitmapFromContentFile("/Assets/Bitmaps/player.png"); terrainBitmap = this.LoadBitmapFromContentFile("/Assets/Bitmaps/terrain.png"); terrainBrush = new BitmapBrush1(d2dContext, terrainBitmap, new BitmapBrushProperties1() { ExtendModeX = ExtendMode.Wrap, ExtendModeY = ExtendMode.Wrap, }); }