[WPF] 使用Silk.NET绘制D3D9或OpenGL内容并完美解决空域问题。
可扩展渲染控件实现的基本思路(D3D、OpenGL绘制所使用的基类):首先创建一个抽象类 FramebufferBase,该类主要记录当前控件宽高和图像资源。
public abstract class FramebufferBase : IDisposable
{
public abstract int FramebufferWidth { get; }
public abstract int FramebufferHeight { get; }
public abstract D3DImage D3dImage { get; }
public abstract void Dispose();
}View Code接下来创建一个基本绘制控件,我这边取名为GameBase。
public abstract class GameBase<TFrame> : Control where TFrame : FramebufferBase当我们在绘制3d内容的时候,总是会先在绘制前做一个准备,比如加载Shader,设置顶点、纹理等等。。。
所以我们应该加入 准备阶段事件 和 绘制事件。
当然如果当前帧绘制完成后,我们也可以做一些操作为下一次渲染做准备。
public abstract event Action Ready;
public abstract event Action<TimeSpan> Render;
public abstract event Action<object, TimeSpan> UpdateFrame;View Code创建三个抽象方法 OnStart、OnDraw、OnSizeChanged
因为D3D和OpenGL创建帧和绘制的方式不太一致,所以需要提出来在继承类中做实现。
protected abstract void OnStart();
protected abstract void OnDraw(DrawingContext drawingContext);
protected abstract void OnSizeChanged(SizeChangedInfo sizeInfo);View Code重载OnRenderSizeChanged、OnRender方法
因为新版本VS加入后了设计时预览,所以我判断了下(DesignerProperties.GetIsInDesignMode)。
protected override void OnRenderSizeChanged(SizeChangedInfo sizeInfo)
{
if (!DesignerProperties.GetIsInDesignMode(this))
{
OnSizeChanged(sizeInfo);
}
}
protected override void OnRender(DrawingContext drawingContext)
{
if (DesignerProperties.GetIsInDesignMode(this))
{
DesignTimeHelper.DrawDesign(this, drawingContext);
}
else
{
if (Framebuffer != null && Framebuffer.D3dImage.IsFrontBufferAvailable)
{
OnDraw(drawingContext);
_stopwatch.Restart();
}
}
}View Code创建一个Start方法
CompositionTarget.Rendering事件用于帧绘制并计算帧率。
public void Start()
{
if (!DesignerProperties.GetIsInDesignMode(this))
{
IsVisibleChanged += (_, e) =>
{
if ((bool)e.NewValue)
{
CompositionTarget.Rendering += CompositionTarget_Rendering;
}
else
{
CompositionTarget.Rendering -= CompositionTarget_Rendering;
}
};
Loaded += (_, _) => InvalidateVisual();
OnStart();
}
}
private void CompositionTarget_Rendering(object sender, EventArgs e)
{
RenderingEventArgs args = (RenderingEventArgs)e;
if (_lastRenderTime != args.RenderingTime)
{
InvalidateVisual();
_fpsSample.Add(Convert.ToInt32(1000.0d / (args.RenderingTime.TotalMilliseconds - _lastRenderTime.TotalMilliseconds)));
// 样本数 30
if (_fpsSample.Count == 30)
{
Fps = Convert.ToInt32(_fpsSample.Average());
_fpsSample.Clear();
}
_lastRenderTime = args.RenderingTime;
}
}View Code初期阶段,做这些准备就够了
剩下一些变量和依赖属性
public static readonly DependencyProperty FpsProperty = DependencyProperty.Register(nameof(Fps), typeof(int), typeof(GameBase<TFrame>), new PropertyMetadata(0));
protected readonly Stopwatch _stopwatch = Stopwatch.StartNew();
private readonly List<int> _fpsSample = new();
protected TimeSpan _lastRenderTime = TimeSpan.FromSeconds(-1);
protected TimeSpan _lastFrameStamp;
protected TFrame Framebuffer { get; set; }
public int Fps
{
get { return (int)GetValue(FpsProperty); }
set { SetValue(FpsProperty, value); }
}View CodeOK,基本思路就这样,接下来我将讲解具体实现。
D3D9绘制:
使用库:Silk.NET.Direct3D9
创建RenderContext类,此类主要功能是创建d3d设备及绘制格式。
创建一个d3d9的实例。
IDirect3D9Ex* direct3D9;D3D9.GetApi().Direct3DCreate9Ex(D3D9.SdkVersion, &direct3D9);获取屏幕基本信息。
Displaymodeex pMode = new((uint)sizeof(Displaymodeex));
direct3D9->GetAdapterDisplayModeEx(D3D9.AdapterDefault, ref pMode, null);创建d3d9设备。
重要参数:
BackBufferFormat 这个要与获取的屏幕信息里的格式一致。
PresentParameters presentParameters = new()
{
Windowed = 1,
SwapEffect = Swapeffect.Discard,
HDeviceWindow = 0,
PresentationInterval = 0,
BackBufferFormat = pMode.Format,
BackBufferWidth = 1,
BackBufferHeight = 1,
AutoDepthStencilFormat = Format.Unknown,
BackBufferCount = 1,
EnableAutoDepthStencil = 0,
Flags = 0,
FullScreenRefreshRateInHz = 0,
MultiSampleQuality = 0,
MultiSampleType = MultisampleType.MultisampleNone
};
direct3D9->CreateDeviceEx(D3D9.AdapterDefault, Devtype.Hal, 0, D3D9.CreateHardwareVertexprocessing | D3D9.CreateMultithreaded | D3D9.CreatePuredevice, ref presentParameters, (Displaymodeex*)IntPtr.Zero, &device);View Code完整代码:
public unsafe class RenderContext
{
public IDirect3DDevice9Ex* Device { get; }
public Format Format { get; }
public RenderContext()
{
IDirect3D9Ex* direct3D9;
IDirect3DDevice9Ex* device;
D3D9.GetApi().Direct3DCreate9Ex(D3D9.SdkVersion, &direct3D9);
Displaymodeex pMode = new((uint)sizeof(Displaymodeex));
direct3D9->GetAdapterDisplayModeEx(D3D9.AdapterDefault, ref pMode, null);
PresentParameters presentParameters = new()
{
Windowed = 1,
SwapEffect = Swapeffect.Discard,
HDeviceWindow = 0,
PresentationInterval = 0,
BackBufferFormat = pMode.Format,
BackBufferWidth = 1,
BackBufferHeight = 1,
AutoDepthStencilFormat = Format.Unknown,
BackBufferCount = 1,
EnableAutoDepthStencil = 0,
Flags = 0,
FullScreenRefreshRateInHz = 0,
MultiSampleQuality = 0,
MultiSampleType = MultisampleType.MultisampleNone
};
direct3D9->CreateDeviceEx(D3D9.AdapterDefault, Devtype.Hal, 0, D3D9.CreateHardwareVertexprocessing | D3D9.CreateMultithreaded | D3D9.CreatePuredevice, ref presentParameters, (Displaymodeex*)IntPtr.Zero, &device);
Device = device;
Format = pMode.Format;
}
}View Code继承FramebufferBase创建Framebuffer类
这里就是根据传入的宽高创建一个新的Surface并绑定到D3DImage上
public unsafe class Framebuffer : FramebufferBase
{
public RenderContext Context { get; }
public override int FramebufferWidth { get; }
public override int FramebufferHeight { get; }
public override D3DImage D3dImage { get; }
public Framebuffer(RenderContext context, int framebufferWidth, int framebufferHeight)
{
Context = context;
FramebufferWidth = framebufferWidth;
FramebufferHeight = framebufferHeight;
IDirect3DSurface9* surface;
context.Device->CreateRenderTarget((uint)FramebufferWidth, (uint)FramebufferHeight, context.Format, MultisampleType.MultisampleNone, 0, 0, &surface, null);
context.Device->SetRenderTarget(0, surface);
D3dImage = new D3DImage();
D3dImage.Lock();
D3dImage.SetBackBuffer(D3DResourceType.IDirect3DSurface9, (IntPtr)surface);
D3dImage.Unlock();
}
public override void Dispose()
{
GC.SuppressFinalize(this);
}
}View Code创建GameControl,并继承GameBase
public unsafe class GameControl : GameBase<Framebuffer>private RenderContext _context;
public IDirect3DDevice9Ex* Device { get; private set; }
public Format Format { get; private set; }
public override event Action Ready;
public override event Action<TimeSpan> Render;
public override event Action<object, TimeSpan> UpdateFrame;重载OnStart方法
在使用时,OnStart只调用一次并创建RenderContext
protected override void OnStart()
{
if (_context == null)
{
_context = new RenderContext();
Device = _context.Device;
Format = _context.Format;
Ready?.Invoke();
}
}View Code重载OnSizeChanged方法
每当控件大小方式改变时,将重新创建Framebuffer。
protected override void OnSizeChanged(SizeChangedInfo sizeInfo)
{
if (_context != null && sizeInfo.NewSize.Width > 0 && sizeInfo.NewSize.Height > 0)
{
Framebuffer?.Dispose();
Framebuffer = new Framebuffer(_context, (int)sizeInfo.NewSize.Width, (int)sizeInfo.NewSize.Height);
}
}View Code重载OnDraw方法
首先锁定D3dImage,执行Render进行绘制。
绘制完成后,刷新D3dImage并解锁。
将D3dImage资源绘制到控件上。
执行UpdateFrame,告诉使用者,已经绘制完成。
protected override void OnDraw(DrawingContext drawingContext)
{
Framebuffer.D3dImage.Lock();
Render?.Invoke(_stopwatch.Elapsed - _lastFrameStamp);
Framebuffer.D3dImage.AddDirtyRect(new Int32Rect(0, 0, Framebuffer.FramebufferWidth, Framebuffer.FramebufferHeight));
Framebuffer.D3dImage.Unlock();
Rect rect = new(0, 0, Framebuffer.D3dImage.Width, Framebuffer.D3dImage.Height);
drawingContext.DrawImage(Framebuffer.D3dImage, rect);
UpdateFrame?.Invoke(this, _stopwatch.Elapsed - _lastFrameStamp);
}View Code使用方式:
<UserControl x:Class="SilkWPF.Direct3D9.Sample.MiniTri"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:direct3D9="clr-namespace:SilkWPF.Direct3D9"
mc:Ignorable="d"
d:DesignHeight="450"
d:DesignWidth="800">
<Grid>
<direct3D9:GameControl x:Name="Game" />
<TextBlock HorizontalAlignment="Left"
VerticalAlignment="Top"
Margin="10,5,0,0"
FontSize="30"
Foreground="Green"
Text="{Binding ElementName=Game, Path=Fps}" />
</Grid>
</UserControl>Xamlusing Silk.NET.Direct3D9;
using Silk.NET.Maths;
using SilkWPF.Common;
using System.Diagnostics;
using System.Numerics;
using System.Runtime.InteropServices;
using System.Windows.Controls;
namespace SilkWPF.Direct3D9.Sample;
/// <summary>
/// MiniTri.xaml 的交互逻辑
/// </summary>
public unsafe partial class MiniTri : UserControl
{
struct Vertex
{
public Vector4 Position;
public uint Color;
}
private readonly Stopwatch _stopwatch = Stopwatch.StartNew();
private readonly Vertex[] _vertices =
{
new Vertex() { Color = (uint)SilkColor.Red.ToBgra(), Position = new Vector4(400.0f, 100.0f, 0.5f, 1.0f) },
new Vertex() { Color = (uint)SilkColor.Blue.ToBgra(), Position = new Vector4(650.0f, 500.0f, 0.5f, 1.0f) },
new Vertex() { Color = (uint)SilkColor.Green.ToBgra(), Position = new Vector4(150.0f, 500.0f, 0.5f, 1.0f) }
};
private readonly Vertexelement9[] _vertexelements =
{
new Vertexelement9(0, 0, 3, 0, 9, 0),
new Vertexelement9(0, 16, 4, 0, 10, 0),
new Vertexelement9(255, 0, 17, 0, 0, 0)
};
private IDirect3DVertexBuffer9* _ppVertexBuffer;
private IDirect3DVertexDeclaration9* _ppDecl;
public MiniTri()
{
InitializeComponent();
Game.Ready += Game_Ready;
Game.Render += Game_Render;
Game.Start();
}
private void Game_Ready()
{
fixed (Vertex* ptr = &_vertices)
{
fixed (Vertexelement9* vertexElems = &_vertexelements)
{
void* ppbData;
Game.Device->CreateVertexBuffer(3 * 20, D3D9.UsageWriteonly, 0, Pool.Default, ref _ppVertexBuffer, null);
_ppVertexBuffer->Lock(0, 0, &ppbData, 0);
System.Runtime.CompilerServices.Unsafe.CopyBlockUnaligned(ppbData, ptr, (uint)(sizeof(Vertex) * _vertices.Length));
_ppVertexBuffer->Unlock();
Game.Device->CreateVertexDeclaration(vertexElems, ref _ppDecl);
}
}
}
private void Game_Render(TimeSpan obj)
{
float hue = (float)_stopwatch.Elapsed.TotalSeconds * 0.15f % 1;
Vector4 vector = new(1.0f * hue, 1.0f * 0.75f, 1.0f * 0.75f, 1.0f);
Game.Device->Clear(0, null, D3D9.ClearTarget, (uint)SilkColor.FromHsv(vector).ToBgra(), 1.0f, 0);
Game.Device->BeginScene();
Game.Device->SetStreamSource(0, _ppVertexBuffer, 0, 20);
Game.Device->SetVertexDeclaration(_ppDecl);
Game.Device->DrawPrimitive(Primitivetype.Trianglelist, 0, 1);
Game.Device->EndScene();
Game.Device->Present((Rectangle<int>*)IntPtr.Zero, (Rectangle<int>*)IntPtr.Zero, 1, (RGNData*)IntPtr.Zero);
}
}C#运行代码,你将得到一个渐变颜色的三角形(amd处理器上对d3d9的支持特别差,使用MediaElement播放视频也卡的不行)。
显示帧数比较低,不用太在意(amd出来背锅)。
接下来时绘制OpenGL内容:
分割一下 ——————————————————————————————————————————————————————————————————
OpenGL绘制:
实现思路:
使用库:Silk.NET.Direct3D9、OpenTK
可能大家比较奇怪,为什么不用Silk.NET.OpenGL,
目前Silk中的Wgl函数并不完整,我这里需要一些wgl的扩展函数用于关联D3D9设备。
所以我就先使用OpenTK做绘制。
创建一个OpenGL的配置信息类 Settings
public class Settings
{
public int MajorVersion { get; set; } = 3;
public int MinorVersion { get; set; } = 3;
public ContextFlags GraphicsContextFlags { get; set; } = ContextFlags.Default;
public ContextProfile GraphicsProfile { get; set; } = ContextProfile.Core;
public IGraphicsContext ContextToUse { get; set; }
public static bool WouldResultInSameContext( Settings a, Settings b)
{
if (a.MajorVersion != b.MajorVersion)
{
return false;
}
if (a.MinorVersion != b.MinorVersion)
{
return false;
}
if (a.GraphicsProfile != b.GraphicsProfile)
{
return false;
}
if (a.GraphicsContextFlags != b.GraphicsContextFlags)
{
return false;
}
return true;
}
}View Code 创建RenderContext类
具体实现与d3d差不太多,主要是创建设备。
不过要注意GetOrCreateSharedOpenGLContext方法,他是静态的,
我们在初始化wgl时需要一个窗体,所以我在这里让所有绘制控件都使用一个窗体。
public unsafe class RenderContext{ private static IGraphicsContext _sharedContext; private static Settings _sharedContextSettings; private static int _sharedContextReferenceCount; public Format Format { get; } public IntPtr DxDeviceHandle { get; } public IntPtr GlDeviceHandle { get; } public IGraphicsContext GraphicsContext { get; } public RenderContext(Settings settings) { IDirect3D9Ex* direct3D9; IDirect3DDevice9Ex* device; D3D9.GetApi().Direct3DCreate9Ex(D3D9.SdkVersion, &direct3D9); Displaymodeex pMode = new((uint)sizeof(Displaymodeex)); direct3D9->GetAdapterDisplayModeEx(D3D9.AdapterDefault, ref pMode, null); Format = pMode.Format; PresentParameters presentParameters = new() { Windowed = 1, SwapEffect = Swapeffect.Discard, HDeviceWindow = 0, PresentationInterval = 0, BackBufferFormat = Format, BackBufferWidth = 1, BackBufferHeight = 1, AutoDepthStencilFormat = Format.Unknown, BackBufferCount = 1, EnableAutoDepthStencil = 0, Flags = 0, FullScreenRefreshRateInHz = 0, MultiSampleQuality = 0, MultiSampleType = MultisampleType.MultisampleNone }; direct3D9->CreateDeviceEx(D3D9.AdapterDefault, Devtype.Hal, 0, D3D9.CreateHardwareVertexprocessing | D3D9.CreateMultithreaded | D3D9.CreatePuredevice, ref presentParameters, (Displaymodeex*)IntPtr.Zero, &device); DxDeviceHandle = (IntPtr)device; GraphicsContext = GetOrCreateSharedOpenGLContext(settings); GlDeviceHandle = Wgl.DXOpenDeviceNV((IntPtr)device); } private static IGraphicsContext GetOrCreateSharedOpenGLContext(Settings settings) { if (_sharedContext == null) { NativeWindowSettings windowSettings = NativeWindowSettings.Default; windowSettings.StartFocused = false; windowSettings.StartVisible = false; windowSettings.NumberOfSamples = 0; windowSettings.APIVersion = new Version(settings.MajorVersion, settings.MinorVersion); windowSettings.Flags = ContextFlags.Offscreen | settings.GraphicsContextFlags; windowSettings.Profile = settings.GraphicsProfile; windowSettings.WindowBorder = WindowBorder.Hidden; windowSettings.WindowState = WindowState.Minimized; NativeWindow nativeWindow = new(windowSettings); Wgl.LoadBindings(new GLFWBindingsContext()); _sharedContext = nativeWindow.Context; _sharedContextSettings = settings; _sharedContext.MakeCurrent(); } else { if (!Settings.WouldResultInSameContext(settings, _sharedContextSettings)) { throw new ArgumentException($"The provided {nameof(Settings)} would result" +<UserControl x:Class="SilkWPF.Direct3D9.Sample.MiniTri"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:direct3D9="clr-namespace:SilkWPF.Direct3D9"
mc:Ignorable="d"
d:DesignHeight="450"
d:DesignWidth="800">
<Grid>
<direct3D9:GameControl x:Name="Game" />
<TextBlock HorizontalAlignment="Left"
VerticalAlignment="Top"
Margin="10,5,0,0"
FontSize="30"
Foreground="Green"
Text="{Binding ElementName=Game, Path=Fps}" />
</Grid>
</UserControl><UserControl x:Class="SilkWPF.Direct3D9.Sample.MiniTri"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:direct3D9="clr-namespace:SilkWPF.Direct3D9"
mc:Ignorable="d"
d:DesignHeight="450"
d:DesignWidth="800">
<Grid>
<direct3D9:GameControl x:Name="Game" />
<TextBlock HorizontalAlignment="Left"
VerticalAlignment="Top"
Margin="10,5,0,0"
FontSize="30"
Foreground="Green"
Text="{Binding ElementName=Game, Path=Fps}" />
</Grid>
</UserControl>$"in a different context creation to one previously created. To fix this," +<UserControl x:Class="SilkWPF.Direct3D9.Sample.MiniTri"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:direct3D9="clr-namespace:SilkWPF.Direct3D9"
mc:Ignorable="d"
d:DesignHeight="450"
d:DesignWidth="800">
<Grid>
<direct3D9:GameControl x:Name="Game" />
<TextBlock HorizontalAlignment="Left"
VerticalAlignment="Top"
Margin="10,5,0,0"
FontSize="30"
Foreground="Green"
Text="{Binding ElementName=Game, Path=Fps}" />
</Grid>
</UserControl><UserControl x:Class="SilkWPF.Direct3D9.Sample.MiniTri"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:direct3D9="clr-namespace:SilkWPF.Direct3D9"
mc:Ignorable="d"
d:DesignHeight="450"
d:DesignWidth="800">
<Grid>
<direct3D9:GameControl x:Name="Game" />
<TextBlock HorizontalAlignment="Left"
VerticalAlignment="Top"
Margin="10,5,0,0"
FontSize="30"
Foreground="Green"
Text="{Binding ElementName=Game, Path=Fps}" />
</Grid>
</UserControl>$" either ensure all of your context settings are identical, or provide an " +<UserControl x:Class="SilkWPF.Direct3D9.Sample.MiniTri"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:direct3D9="clr-namespace:SilkWPF.Direct3D9"
mc:Ignorable="d"
d:DesignHeight="450"
d:DesignWidth="800">
<Grid>
<direct3D9:GameControl x:Name="Game" />
<TextBlock HorizontalAlignment="Left"
VerticalAlignment="Top"
Margin="10,5,0,0"
FontSize="30"
Foreground="Green"
Text="{Binding ElementName=Game, Path=Fps}" />
</Grid>
</UserControl><UserControl x:Class="SilkWPF.Direct3D9.Sample.MiniTri"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:direct3D9="clr-namespace:SilkWPF.Direct3D9"
mc:Ignorable="d"
d:DesignHeight="450"
d:DesignWidth="800">
<Grid>
<direct3D9:GameControl x:Name="Game" />
<TextBlock HorizontalAlignment="Left"
VerticalAlignment="Top"
Margin="10,5,0,0"
FontSize="30"
Foreground="Green"
Text="{Binding ElementName=Game, Path=Fps}" />
</Grid>
</UserControl>$"external context via the '{nameof(Settings.ContextToUse)}' field."); } } Interlocked.Increment(ref _sharedContextReferenceCount); return _sharedContext; }}View Code创建Framebuffer类
这里主要用d3d创建一个Surface,
gl根据Surface生成一个Frame。
public unsafe class Framebuffer : FramebufferBase
{
public RenderContext Context { get; }
public override int FramebufferWidth { get; }
public override int FramebufferHeight { get; }
public int GLFramebufferHandle { get; }
public int GLSharedTextureHandle { get; }
public int GLDepthRenderBufferHandle { get; }
public IntPtr DxInteropRegisteredHandle { get; }
public override D3DImage D3dImage { get; }
public TranslateTransform TranslateTransform { get; }
public ScaleTransform FlipYTransform { get; }
public Framebuffer(RenderContext context, int framebufferWidth, int framebufferHeight)
{
Context = context;
FramebufferWidth = framebufferWidth;
FramebufferHeight = framebufferHeight;
IDirect3DDevice9Ex* device = (IDirect3DDevice9Ex*)context.DxDeviceHandle;
IDirect3DSurface9* surface;
void* surfacePtr = (void*)IntPtr.Zero;
device->CreateRenderTarget((uint)FramebufferWidth, (uint)FramebufferHeight, context.Format, MultisampleType.MultisampleNone, 0, 0, &surface, &surfacePtr);
Wgl.DXSetResourceShareHandleNV((IntPtr)surface, (IntPtr)surfacePtr);
GLFramebufferHandle = GL.GenFramebuffer();
GLSharedTextureHandle = GL.GenTexture();
DxInteropRegisteredHandle = Wgl.DXRegisterObjectNV(context.GlDeviceHandle, (IntPtr)surface, (uint)GLSharedTextureHandle, (uint)TextureTarget.Texture2D, WGL_NV_DX_interop.AccessReadWrite);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, GLFramebufferHandle);
GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, TextureTarget.Texture2D, GLSharedTextureHandle, 0);
GLDepthRenderBufferHandle = GL.GenRenderbuffer();
GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, GLDepthRenderBufferHandle);
GL.RenderbufferStorage(RenderbufferTarget.Renderbuffer, RenderbufferStorage.Depth24Stencil8, FramebufferWidth, FramebufferHeight);
GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, FramebufferAttachment.DepthAttachment, RenderbufferTarget.Renderbuffer, GLDepthRenderBufferHandle);
GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, FramebufferAttachment.StencilAttachment, RenderbufferTarget.Renderbuffer, GLDepthRenderBufferHandle);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
D3dImage = new D3DImage();
D3dImage.Lock();
D3dImage.SetBackBuffer(D3DResourceType.IDirect3DSurface9, (IntPtr)surface);
D3dImage.Unlock();
TranslateTransform = new TranslateTransform(0, FramebufferHeight);
FlipYTransform = new ScaleTransform(1, -1);
}
public override void Dispose()
{
GL.DeleteFramebuffer(GLFramebufferHandle);
GL.DeleteRenderbuffer(GLDepthRenderBufferHandle);
GL.DeleteTexture(GLSharedTextureHandle);
Wgl.DXUnregisterObjectNV(Context.GlDeviceHandle, DxInteropRegisteredHandle);
GC.SuppressFinalize(this);
}
}View Code创建GameControl并继承GameBase
重载OnDraw方法
跟d3d一样,绘制前需要锁定Frame。
绘制完成后进行刷新。
这里有一点不同的是,OpenGL的顶点在左下角(0,0)
所以要对图像进行翻转。
protected override void OnDraw(DrawingContext drawingContext)
{
Framebuffer.D3dImage.Lock();
Wgl.DXLockObjectsNV(_context.GlDeviceHandle, 1, new[] { Framebuffer.DxInteropRegisteredHandle });
GL.BindFramebuffer(FramebufferTarget.Framebuffer, Framebuffer.GLFramebufferHandle);
GL.Viewport(0, 0, Framebuffer.FramebufferWidth, Framebuffer.FramebufferHeight);
Render?.Invoke(_stopwatch.Elapsed - _lastFrameStamp);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
Wgl.DXUnlockObjectsNV(_context.GlDeviceHandle, 1, new[] { Framebuffer.DxInteropRegisteredHandle });
Framebuffer.D3dImage.AddDirtyRect(new Int32Rect(0, 0, Framebuffer.FramebufferWidth, Framebuffer.FramebufferHeight));
Framebuffer.D3dImage.Unlock();
drawingContext.PushTransform(Framebuffer.TranslateTransform);
drawingContext.PushTransform(Framebuffer.FlipYTransform);
Rect rect = new(0, 0, Framebuffer.D3dImage.Width, Framebuffer.D3dImage.Height);
drawingContext.DrawImage(Framebuffer.D3dImage, rect);
drawingContext.Pop();
drawingContext.Pop();
UpdateFrame?.Invoke(this, _stopwatch.Elapsed - _lastFrameStamp);
}View Code其余函数与d3d基本一致,我就不说了(没想到写文章这么累)
完整代码:
public class GameControl : GameBase<Framebuffer>
{
private RenderContext _context;
public Settings Setting { get; set; } = new Settings();
public override event Action Ready;
public override event Action<TimeSpan> Render;
public override event Action<object, TimeSpan> UpdateFrame;
protected override void OnStart()
{
if (_context == null)
{
_context = new RenderContext(Setting);
Ready?.Invoke();
}
}
protected override void OnSizeChanged(SizeChangedInfo sizeInfo)
{
if (_context != null && sizeInfo.NewSize.Width > 0 && sizeInfo.NewSize.Height > 0)
{
Framebuffer?.Dispose();
Framebuffer = new Framebuffer(_context, (int)sizeInfo.NewSize.Width, (int)sizeInfo.NewSize.Height);
}
}
protected override void OnDraw(DrawingContext drawingContext)
{
Framebuffer.D3dImage.Lock();
Wgl.DXLockObjectsNV(_context.GlDeviceHandle, 1, new[] { Framebuffer.DxInteropRegisteredHandle });
GL.BindFramebuffer(FramebufferTarget.Framebuffer, Framebuffer.GLFramebufferHandle);
GL.Viewport(0, 0, Framebuffer.FramebufferWidth, Framebuffer.FramebufferHeight);
Render?.Invoke(_stopwatch.Elapsed - _lastFrameStamp);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
Wgl.DXUnlockObjectsNV(_context.GlDeviceHandle, 1, new[] { Framebuffer.DxInteropRegisteredHandle });
Framebuffer.D3dImage.AddDirtyRect(new Int32Rect(0, 0, Framebuffer.FramebufferWidth, Framebuffer.FramebufferHeight));
Framebuffer.D3dImage.Unlock();
drawingContext.PushTransform(Framebuffer.TranslateTransform);
drawingContext.PushTransform(Framebuffer.FlipYTransform);
Rect rect = new(0, 0, Framebuffer.D3dImage.Width, Framebuffer.D3dImage.Height);
drawingContext.DrawImage(Framebuffer.D3dImage, rect);
drawingContext.Pop();
drawingContext.Pop();
UpdateFrame?.Invoke(this, _stopwatch.Elapsed - _lastFrameStamp);
}
}View Code使用示例:
本文使用的代码地址:
qian-o/SilkWPF (github.com)
来源:https://www.cnblogs.com/xymfblogs/archive/2023/02/13/17116581.html
免责声明:由于采集信息均来自互联网,如果侵犯了您的权益,请联系我们【E-Mail:cb@itdo.tech】 我们会及时删除侵权内容,谢谢合作!
页:
[1]