SharpDX 是一个用于处理 DirectX 图形渲染的 C# 库。它提供了对 DirectX 组件的低级访问,使开发人员能够使用 C# 和 .NET 平台创建高性能的图形应用程序。
以下是使用 SharpDX 处理图形渲染的基本步骤:
安装 SharpDX:首先,您需要安装 SharpDX 库。您可以从 NuGet 包管理器中安装它,或者从官方网站下载并手动引用程序集。
创建 Direct3D 设备:要开始渲染,您需要创建一个 Direct3D 设备。这通常涉及到选择适配器、设置窗口句柄和创建 D3D11 设备。以下是一个简单的示例:
using SharpDX;
using SharpDX.Direct3D11;
using SharpDX.DXGI;
// 创建窗口句柄
var windowHandle = new WindowInteropHelper(window).Handle;
// 创建 Direct3D 11 设备
var factory = new Factory();
var adapter = factory.GetAdapter(0);
var device = new Device(adapter, DeviceCreationFlags.None);
// 创建顶点着色器
var vertexShaderByteCode = ShaderBuffer.Load(device, typeof(VertexShader).Assembly.GetManifestResourceStream("YourNamespace.VertexShader.hlsl"));
var vertexShader = new VertexShader(device, vertexShaderByteCode);
// 创建像素着色器
var pixelShaderByteCode = ShaderBuffer.Load(device, typeof(PixelShader).Assembly.GetManifestResourceStream("YourNamespace.PixelShader.hlsl"));
var pixelShader = new PixelShader(device, pixelShaderByteCode);
// 创建输入布局
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);
// 创建顶点缓冲区
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);
// 创建索引缓冲区
var indices = new short[] { 0, 1, 2 };
var indexBuffer = new Buffer(device, indices, BufferUsage.Default);
// 创建混合状态
var blendStateDescription = new BlendStateDescription
{
SourceBlend = BlendOption.SourceAlpha,
DestinationBlend = BlendOption.InverseSourceAlpha,
BlendOperation = BlendOperation.Add,
AlphaToCoverageEnable = false,
IndependentBlendEnable = false
};
var blendState = new BlendState(device, blendStateDescription);
// 创建深度模板状态
var depthStencilStateDescription = new DepthStencilStateDescription
{
DepthEnable = true,
DepthWriteMask = DepthWriteMask.All,
DepthFunc = CompareFunction.Less
};
var depthStencilState = new DepthStencilState(device, depthStencilStateDescription);
// 开始渲染循环
const int refreshRate = 60;
var frameCount = 0;
var lastTime = DateTime.Now;
while (true)
{
// 处理事件
window.Dispatcher.Invoke(() =>
{
if (window.IsClosed)
window.Close();
});
// 清除后台缓冲区和深度模板缓冲区
var backBuffer = deviceContext.GetBackBuffer<Texture2D>(0);
deviceContext.ClearRenderTargetView(backBuffer, Color.CornflowerBlue);
deviceContext.ClearDepthStencilView(depthStencilView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1.0f, 0);
// 绘制几何体
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);
// 设置渲染状态
deviceContext.OutputMerger.SetBlendState(blendState);
deviceContext.OutputMerger.SetDepthStencilState(depthStencilState);
// 绘制三角形
deviceContext.DrawIndexed(indices.Length, 0, 0);
// 呈现到屏幕
swapChain.Present(0, PresentFlags.None);
// 更新帧计数器
frameCount++;
// 计算刷新率
var currentTime = DateTime.Now;
if ((currentTime - lastTime).TotalMilliseconds >= 1000 / refreshRate)
{
// 更新帧计数器
lastTime = currentTime;
// 输出帧率
Console.WriteLine($"Frame rate: {frameCount / ((currentTime - lastTime).TotalMilliseconds / 1000.0)} FPS");
// 重置帧计数器
frameCount = 0;
}
}
这只是一个简化的示例,实际应用程序可能需要更复杂的逻辑和优化。但是,这个示例应该为您提供了一个很好的起点来处理图形渲染。