示例#1
0
        public Graphics()
        {
            RenderForm = new RenderForm("Apple & Cinnamon")
            {
                Width         = (int)(Screen.PrimaryScreen.Bounds.Width * ScreenSizeScale),
                Height        = (int)(Screen.PrimaryScreen.Bounds.Height * ScreenSizeScale),
                StartPosition = FormStartPosition.CenterScreen
            };

            Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.BgraSupport, new SwapChainDescription
            {
                BufferCount       = 1,
                ModeDescription   = new ModeDescription(RenderForm.ClientSize.Width, RenderForm.ClientSize.Height, new Rational(60, 1), Format.R8G8B8A8_UNorm),
                IsWindowed        = true,
                OutputHandle      = RenderForm.Handle,
                SampleDescription = new SampleDescription(1, 0),
                SwapEffect        = SwapEffect.Discard,
                Usage             = Usage.RenderTargetOutput
            }, out var device, out var swapChain);

            Device    = device;
            SwapChain = swapChain;

            D2dFactory = new Factory();

            D2DeviceContext =
                new _d2d.DeviceContext3(
                    new _d2d.Device3(new Factory().QueryInterface <_d2d.Factory4>(),
                                     device.QueryInterface <_dxgi.Device>()), DeviceContextOptions.None);
            D2DeviceContext.Target = D2DeviceContext.CreateBitmapRenderTarget(swapChain);
            SpriteBatch            = new SpriteBatch(D2DeviceContext);

            SwapChain.GetParent <SharpDX.DXGI.Factory>().MakeWindowAssociation(RenderForm.Handle, WindowAssociationFlags.IgnoreAll);

            var backBuffer = FromSwapChain <Texture2D>(SwapChain, 0);

            RenderTargetView = new RenderTargetView(Device, backBuffer);
            RenderTarget2D   = new RenderTarget(D2dFactory, backBuffer.QueryInterface <Surface>(), new RenderTargetProperties(new PixelFormat(Format.Unknown, AlphaMode.Premultiplied)));
            DepthStencilView = new DepthStencilView(Device, new Texture2D(Device, new Texture2DDescription
            {
                Format            = Format.D32_Float_S8X24_UInt,
                ArraySize         = 1,
                MipLevels         = 1,
                Width             = RenderForm.ClientSize.Width,
                Height            = RenderForm.ClientSize.Height,
                SampleDescription = new SampleDescription(1, 0),
                Usage             = ResourceUsage.Default,
                BindFlags         = BindFlags.DepthStencil,
                CpuAccessFlags    = CpuAccessFlags.None,
                OptionFlags       = ResourceOptionFlags.None
            }));

            DirectWrite = new SharpDX.DirectWrite.Factory();



            Device.ImmediateContext.Rasterizer.SetViewport(new Viewport(0, 0, RenderForm.ClientSize.Width, RenderForm.ClientSize.Height, 0.0f, 1.0f));
        }
示例#2
0
        public static Bitmap1 CreateBitmapRenderTarget(this _d2d.DeviceContext3 d2dDeContext, SwapChain swapChain)
        {
            using var backBuffer = SharpDX.Direct3D11.Resource.FromSwapChain <Texture2D>(swapChain, 0);
            using var surface    = backBuffer.QueryInterface <Surface>();

            var bmpProperties = new BitmapProperties1(
                new SharpDX.Direct2D1.PixelFormat(Format.R8G8B8A8_UNorm, SharpDX.Direct2D1.AlphaMode.Premultiplied),
                dpiX: 96,
                dpiY: 96,
                bitmapOptions: BitmapOptions.Target | BitmapOptions.CannotDraw);

            return(new Bitmap1(d2dDeContext, surface, bmpProperties));
        }
示例#3
0
 /// <summary>
 /// Initializes a new instance of the <see cref="SpriteBatch"/>.
 /// </summary>
 public SpriteBatch(DeviceContext3 context3)
     : this(IntPtr.Zero)
 {
     context3.CreateSpriteBatch(this);
 }
示例#4
0
        public void Run()
        {
            #region setup resources
            var mainForm = new RenderForm();

            var scDescription = new SwapChainDescription()
            {
                BufferCount     = 1,
                ModeDescription =
                    new ModeDescription(
                        0,
                        0,
                        new Rational(60, 1),
                        Format.R8G8B8A8_UNorm),
                IsWindowed        = true,
                OutputHandle      = mainForm.Handle,
                SampleDescription = new SampleDescription(1, 0),
                SwapEffect        = SwapEffect.Discard,
                Usage             = Usage.RenderTargetOutput
            };

            //DeviceCreationFlags.Debug flag below will show debug layer messages in your output window.
            //Need proper version of windows sdk for it to work, otherwise it will throw an exception.
            //You also need to right click your project->properties->debug (on the left panel)-> check "enable native code debugging"

            // Create Device and SwapChain
            _d3d11.Device.CreateWithSwapChain(
                DriverType.Hardware,
                DeviceCreationFlags.BgraSupport | DeviceCreationFlags.Debug,
                new[] { _d3d.FeatureLevel.Level_12_1 },
                scDescription,
                out d3d11Device,
                out swapChain);

            // Ignore all windows events
            dxgiFactory = swapChain.GetParent <_dxgi.Factory1>();
            dxgiFactory.MakeWindowAssociation(mainForm.Handle, WindowAssociationFlags.IgnoreAll);

            d2dFactory  = new _d2d.Factory();
            d2dFactory4 = d2dFactory.QueryInterface <_d2d.Factory4>();

            dxgiDevice        = d3d11Device.QueryInterface <_dxgi.Device>();
            d2dDevice3        = new _d2d.Device3(d2dFactory4, dxgiDevice);
            d2dDeviceContext3 = new _d2d.DeviceContext3(d2dDevice3, DeviceContextOptions.None);
            #endregion

            #region create drawing input
            sourceImage = createD2DBitmap(@"yourFile.png", d2dDeviceContext3);

            spriteBatch = new SpriteBatch(d2dDeviceContext3);
            var destinationRects = new RawRectangleF[1];
            destinationRects[0] = new RectangleF(100, 50, sourceImage.Size.Width, sourceImage.Size.Height);

            var sourceRects = new RawRectangle[1];
            sourceRects[0] = new RectangleF(0, 0, sourceImage.Size.Width, sourceImage.Size.Height);
            #endregion

            #region mainLoop
            RenderLoop.Run(mainForm, () =>
            {
                if (d2dTarget != null)
                {
                    d2dTarget.Dispose();
                    d2dTarget = null;
                }

                using (var backBuffer = Texture2D.FromSwapChain <Texture2D>(swapChain, 0))
                {
                    using (var surface = backBuffer.QueryInterface <Surface>())
                    {
                        var bmpProperties = new BitmapProperties1(
                            new PixelFormat(Format.R8G8B8A8_UNorm, _d2d.AlphaMode.Premultiplied),
                            dpiX: 96,
                            dpiY: 96,
                            bitmapOptions: BitmapOptions.Target | BitmapOptions.CannotDraw);

                        d2dTarget = new Bitmap1(
                            d2dDeviceContext3,
                            surface,
                            bmpProperties);

                        d2dDeviceContext3.Target = d2dTarget;
                    }
                }

                //the key missing piece: cannot use per primitive antialiasing with spritebatch
                d2dDeviceContext3.AntialiasMode = AntialiasMode.Aliased;
                d2dDeviceContext3.BeginDraw();

                spriteBatch.Clear();
                spriteBatch.AddSprites(
                    1,
                    destinationRects,
                    sourceRects,
                    null,
                    null,
                    destinationRectanglesStride: 0,     //0 stride because there is only 1 element
                    sourceRectanglesStride: 0,
                    colorsStride: 0,
                    transformsStride: 0);

                d2dDeviceContext3.DrawSpriteBatch(
                    spriteBatch: spriteBatch,
                    startIndex: 0,
                    spriteCount: 1,
                    bitmap: sourceImage,
                    interpolationMode: BitmapInterpolationMode.Linear,
                    spriteOptions: SpriteOptions.ClampToSourceRectangle);

                d2dDeviceContext3.EndDraw();

                //first param set to 1 would indicate waitVerticalBlanking
                swapChain.Present(0, PresentFlags.None);
            });
            #endregion
        }
示例#5
0
 /// <summary>
 /// Initializes a new instance of the <see cref="SpriteBatch"/>.
 /// </summary>
 public SpriteBatch(DeviceContext3 context3)
     : this(IntPtr.Zero)
 {
     context3.CreateSpriteBatch(this);
 }