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;
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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); }
}
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OK,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;
    }
}
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继承FramebufferBase创建Framebuffer

这里就是根据传入的宽高创建一个新的Surface并绑定到D3DImage

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>
Xaml
using 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
{
    [StructLayout(LayoutKind.Sequential)]
    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[0])
        {
            fixed (Vertexelement9* vertexElems = &_vertexelements[0])
            {
                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([NotNull] Settings a, [NotNull] 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

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" +
                                                $"in a different context creation to one previously created. To fix this," +
                                                $" either ensure all of your context settings are identical, or provide an " +
                                                $"external context via the '{nameof(Settings.ContextToUse)}' field.");
            }
        }

        Interlocked.Increment(ref _sharedContextReferenceCount);

        return _sharedContext;
    }
}
View Code

创建Framebuffer

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:

c#版本:

qian-o/SilkRenderer: WPF、WinUI3 Use Silk.NET to draw examples (OpenGL, DirectX) (github.com)

posted on 2023-02-13 15:47  o王先生o  阅读(1737)  评论(5编辑  收藏  举报