SharpDX 是一個用于處理 DirectX 圖形渲染的 C# 庫。它提供了對 DirectX 組件的低級訪問,使開發人員能夠使用 C# 和 .NET 平臺創建高性能的圖形應用程序。
以下是使用 SharpDX 處理圖形渲染的基本步驟:
安裝 SharpDX:首先,您需要安裝 SharpDX 庫。您可以從 NuGet 包管理器中安裝它,或者從官方網站下載并手動引用程序集。
創建 Direct3D 設備:要開始渲染,您需要創建一個 Direct3D 設備。這通常涉及到選擇適配器、設置窗口句柄和創建 D3D11 設備。以下是一個簡單的示例:
using SharpDX;
using SharpDX.Direct3D11;
using SharpDX.DXGI;
// 創建窗口句柄
var windowHandle = new WindowInteropHelper(window).Handle;
// 創建 Direct3D 11 設備
var factory = new Factory();
var adapter = factory.GetAdapter(0);
var device = new Device(adapter, DeviceCreationFlags.None);
// 創建頂點著色器
var vertexShaderByteCode = ShaderBuffer.Load(device, typeof(VertexShader).Assembly.GetManifestResourceStream("YourNamespace.VertexShader.hlsl"));
var vertexShader = new VertexShader(device, vertexShaderByteCode);
// 創建像素著色器
var pixelShaderByteCode = ShaderBuffer.Load(device, typeof(PixelShader).Assembly.GetManifestResourceStream("YourNamespace.PixelShader.hlsl"));
var pixelShader = new PixelShader(device, pixelShaderByteCode);
// 創建輸入布局
var inputLayoutDescription = new InputElement[]
{
new InputElement("POSITION", 0, Format.R32G32B32_FLOAT, 0),
new InputElement("COLOR", 0, Format.R32G32B32A32_FLOAT, 12)
};
var inputLayout = new InputLayout(device, vertexShader, inputLayoutDescription);
// 創建頂點緩沖區
var vertices = new Vertex[]
{
new Vertex { Position = new Vector3(0, 0, 0), Color = new Vector4(1, 0, 0, 1) },
new Vertex { Position = new Vector3(1, 0, 0), Color = new Vector4(0, 1, 0, 1) },
new Vertex { Position = new Vector3(0, 1, 0), Color = new Vector4(0, 0, 1, 1) }
};
var vertexBuffer = new Buffer(device, vertices, BufferUsage.Default);
// 創建索引緩沖區
var indices = new short[] { 0, 1, 2 };
var indexBuffer = new Buffer(device, indices, BufferUsage.Default);
// 創建混合狀態
var blendStateDescription = new BlendStateDescription
{
SourceBlend = BlendOption.SourceAlpha,
DestinationBlend = BlendOption.InverseSourceAlpha,
BlendOperation = BlendOperation.Add,
AlphaToCoverageEnable = false,
IndependentBlendEnable = false
};
var blendState = new BlendState(device, blendStateDescription);
// 創建深度模板狀態
var depthStencilStateDescription = new DepthStencilStateDescription
{
DepthEnable = true,
DepthWriteMask = DepthWriteMask.All,
DepthFunc = CompareFunction.Less
};
var depthStencilState = new DepthStencilState(device, depthStencilStateDescription);
// 開始渲染循環
const int refreshRate = 60;
var frameCount = 0;
var lastTime = DateTime.Now;
while (true)
{
// 處理事件
window.Dispatcher.Invoke(() =>
{
if (window.IsClosed)
window.Close();
});
// 清除后臺緩沖區和深度模板緩沖區
var backBuffer = deviceContext.GetBackBuffer<Texture2D>(0);
deviceContext.ClearRenderTargetView(backBuffer, Color.CornflowerBlue);
deviceContext.ClearDepthStencilView(depthStencilView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1.0f, 0);
// 繪制幾何體
deviceContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertexBuffer));
deviceContext.InputAssembler.SetIndexBuffer(indexBuffer, Format.R16_UInt);
deviceContext.InputAssembler.SetTopology(PrimitiveTopology.TriangleList);
deviceContext.InputAssembler.SetVertexShader(vertexShader);
deviceContext.InputAssembler.SetPixelShader(pixelShader);
deviceContext.InputAssembler.SetInputLayout(inputLayout);
// 設置渲染狀態
deviceContext.OutputMerger.SetBlendState(blendState);
deviceContext.OutputMerger.SetDepthStencilState(depthStencilState);
// 繪制三角形
deviceContext.DrawIndexed(indices.Length, 0, 0);
// 呈現到屏幕
swapChain.Present(0, PresentFlags.None);
// 更新幀計數器
frameCount++;
// 計算刷新率
var currentTime = DateTime.Now;
if ((currentTime - lastTime).TotalMilliseconds >= 1000 / refreshRate)
{
// 更新幀計數器
lastTime = currentTime;
// 輸出幀率
Console.WriteLine($"Frame rate: {frameCount / ((currentTime - lastTime).TotalMilliseconds / 1000.0)} FPS");
// 重置幀計數器
frameCount = 0;
}
}
這只是一個簡化的示例,實際應用程序可能需要更復雜的邏輯和優化。但是,這個示例應該為您提供了一個很好的起點來處理圖形渲染。