Esempio n. 1
0
        void InitDevice()
        {
            // create Direct 3D device
            device    = D3DDevice.CreateDeviceAndSwapChain(renderHost.Handle);
            swapChain = device.SwapChain;

            // Create a render target view
            using (Texture2D pBuffer = swapChain.GetBuffer <Texture2D>(0))
            {
                renderTargetView = device.CreateRenderTargetView(pBuffer);
            }

            // Create depth stencil texture
            Texture2DDescription descDepth = new Texture2DDescription()
            {
                Width             = (uint)renderHost.ActualWidth,
                Height            = (uint)renderHost.ActualHeight,
                MipLevels         = 1,
                ArraySize         = 1,
                Format            = Format.D32Float,
                SampleDescription = new SampleDescription()
                {
                    Count   = 1,
                    Quality = 0
                },
                BindingOptions = BindingOptions.DepthStencil,
            };

            depthStencil = device.CreateTexture2D(descDepth);

            // Create the depth stencil view
            DepthStencilViewDescription depthStencilViewDesc = new DepthStencilViewDescription()
            {
                Format        = descDepth.Format,
                ViewDimension = DepthStencilViewDimension.Texture2D
            };

            depthStencilView = device.CreateDepthStencilView(depthStencil, depthStencilViewDesc);

            // bind the views to the device
            device.OM.RenderTargets = new OutputMergerRenderTargets(new RenderTargetView[] { renderTargetView }, depthStencilView);

            // Setup the viewport
            Viewport vp = new Viewport()
            {
                Width    = (uint)renderHost.ActualWidth,
                Height   = (uint)renderHost.ActualHeight,
                MinDepth = 0.0f,
                MaxDepth = 1.0f,
                TopLeftX = 0,
                TopLeftY = 0
            };

            device.RS.Viewports = new Viewport[] { vp };
        }
        void InitDevice()
        {
            // create Direct 3D device
            device = D3DDevice.CreateDeviceAndSwapChain(renderHost.Handle);
            swapChain = device.SwapChain;

            // Create a render target view
            using (Texture2D pBuffer = swapChain.GetBuffer<Texture2D>(0))
            {
                renderTargetView = device.CreateRenderTargetView(pBuffer);
            }

            // Create depth stencil texture
            Texture2DDescription descDepth = new Texture2DDescription()
            {
                Width = (uint)renderHost.ActualWidth,
                Height = (uint)renderHost.ActualHeight,
                MipLevels = 1,
                ArraySize = 1,
                Format = Format.D32Float,
                SampleDescription = new SampleDescription()
                {
                    Count = 1,
                    Quality = 0
                },
                BindingOptions = BindingOptions.DepthStencil,
            };

            depthStencil = device.CreateTexture2D(descDepth);

            // Create the depth stencil view
            DepthStencilViewDescription depthStencilViewDesc = new DepthStencilViewDescription()
            {
                Format = descDepth.Format,
                ViewDimension = DepthStencilViewDimension.Texture2D
            };
            depthStencilView = device.CreateDepthStencilView(depthStencil, depthStencilViewDesc);

            // bind the views to the device
            device.OM.RenderTargets = new OutputMergerRenderTargets(new RenderTargetView[] { renderTargetView }, depthStencilView);

            // Setup the viewport
            Viewport vp = new Viewport()
            {
                Width = (uint)renderHost.ActualWidth,
                Height = (uint)renderHost.ActualHeight,
                MinDepth = 0.0f,
                MaxDepth = 1.0f,
                TopLeftX = 0,
                TopLeftY = 0
            };
            
            device.RS.Viewports = new Viewport[] { vp };
        }
Esempio n. 3
0
        void Window1_SizeChanged(object sender, SizeChangedEventArgs e)
        {
            if (device != null)
            {
                //need to remove the reference to the swapchain's backbuffer to enable ResizeBuffers() call
                renderTargetView.Dispose();
                SwapChainDescription sd = swapChain.Description;
                swapChain.ResizeBuffers(
                    sd.BufferCount,
                    (uint)renderHost.ActualWidth,
                    (uint)renderHost.ActualHeight,
                    sd.BufferDescription.Format,
                    sd.Options);

                using (Texture2D pBuffer = swapChain.GetBuffer <Texture2D>(0))
                {
                    renderTargetView = device.CreateRenderTargetView(pBuffer);
                }

                // Create depth stencil texture
                Texture2DDescription descDepth = new Texture2DDescription()
                {
                    Width             = (uint)renderHost.ActualWidth,
                    Height            = (uint)renderHost.ActualHeight,
                    MipLevels         = 1,
                    ArraySize         = 1,
                    Format            = Format.D32Float,
                    SampleDescription = new SampleDescription()
                    {
                        Count   = 1,
                        Quality = 0
                    },
                    BindingOptions = BindingOptions.DepthStencil,
                };

                depthStencil = device.CreateTexture2D(descDepth);

                // Create the depth stencil view
                DepthStencilViewDescription depthStencilViewDesc = new DepthStencilViewDescription()
                {
                    Format        = descDepth.Format,
                    ViewDimension = DepthStencilViewDimension.Texture2D
                };
                depthStencilView = device.CreateDepthStencilView(depthStencil, depthStencilViewDesc);

                // bind the views to the device
                device.OM.RenderTargets = new OutputMergerRenderTargets(new RenderTargetView[] { renderTargetView }, depthStencilView);

                // Setup the viewport
                Viewport vp = new Viewport()
                {
                    Width    = (uint)renderHost.ActualWidth,
                    Height   = (uint)renderHost.ActualHeight,
                    MinDepth = 0.0f,
                    MaxDepth = 1.0f,
                    TopLeftX = 0,
                    TopLeftY = 0
                };

                device.RS.Viewports = new Viewport[] { vp };
            }
        }