How I can add transparency to simple vertex objects? - c#

How I can add transparency to simple vertex objects in Direct3D?
I used information from here with no result:
https://learn.microsoft.com/ru-ru/windows/win32/direct3d9/vertex-alpha
I initialize device like this:
PresentParameters presentParams = new PresentParameters();
presentParams.SwapEffect = SwapEffect.Discard;
presentParams.DeviceWindowHandle = this.Handle;
presentParams.BackBufferFormat = Format.A8R8G8B8;
presentParams.PresentFlags = PresentFlags.LockableBackBuffer;
presentParams.BackBufferWidth = this.ClientSize.Width;
presentParams.BackBufferHeight = this.ClientSize.Height;
presentParams.Windowed = true;
var device = new Device(_direct3d, 0, DeviceType.Hardware, this.Handle, _createFlags, presentParams);device.SetRenderState(RenderState.Lighting, false);
// ..tried different variations of flags here with no result..
device.SetRenderState(RenderState.DiffuseMaterialSource, ColorSource.Color1);
var surface = device.GetBackBuffer(0, 0);
device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0);
Vertex class declaration:
[StructLayout(LayoutKind.Sequential)]
public struct ColoredVertex : IEquatable<ColoredVertex>
{
public Vector3 Position { get; set; }
public int Color { get; set; }
public static VertexElement[] Format
{
get
{
return new VertexElement[] {
new VertexElement(0,0,DeclarationType.Float3,DeclarationMethod.Default,DeclarationUsage.PositionTransformed,0),
new VertexElement(0,12,DeclarationType.Color,DeclarationMethod.Default,DeclarationUsage.Color,0),
VertexElement.VertexDeclarationEnd
};
}
}
public ColoredVertex(Vector3 position, int color)
: this()
{
Position = position;
Color = color;
}
Then I draw primitives.
Color contains alpha which is 50 for a second triangle so I hope the triangle will be transparent.. but no
_device.BeginScene();
var colorN1 = Color.FromArgb(255, 100, 100, 100);
var triangleN1 = new ColoredVertex[] {
new ColoredVertex(new Vector3(10f, 10f, 0.0f), colorN1.ToArgb()),
new ColoredVertex(new Vector3(1000.0f, 10.0f, 0.0f), colorN1.ToArgb()),
new ColoredVertex(new Vector3(1000f, 800f, 0.0f), colorN1.ToArgb()),
};
using (var decl = new VertexDeclaration(_device, ColoredVertex.Format))
{
_device.VertexFormat = VertexFormat.Diffuse;
_device.VertexDeclaration = decl;
_device.DrawUserPrimitives<ColoredVertex>(PrimitiveType.TriangleList, 1, triangleN1);
}
var colorN2 = Color.FromArgb(50, 100, 0, 0);
var triangleN2 = new ColoredVertex[] {
new ColoredVertex(new Vector3(100f, 100f, 1.0f), colorN2.ToArgb()),
new ColoredVertex(new Vector3(800.0f, 100.0f, 1.0f), colorN2.ToArgb()),
new ColoredVertex(new Vector3(700f, 900f, 1.0f), colorN2.ToArgb()),
};
using (var decl = new VertexDeclaration(_device, ColoredVertex.Format))
{
_device.VertexFormat = VertexFormat.Diffuse;
_device.VertexDeclaration = decl;
_device.DrawUserPrimitives<ColoredVertex>(PrimitiveType.TriangleList, 1, triangleN2);
}
_device.EndScene();
_device.Present();

These RenderState flags did the magic:
_device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha);
_device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha);
_device.SetRenderState(RenderState.AlphaBlendEnable, true);

Related

Object not shown on Canvas (WPF Application)

In this Application, i have a car class with a method called Spawn (which should draw the object on a Canvas which i defined in the XAML file). I call the Method in MainWindow, but when I run my program, there is no car being drawn onto the Canvas.
Here is the Spawn method:
public void Spawn(Canvas cvs)
{
cvs = new Canvas();
cvs.Children.Clear();
carBody.Width = 70;
carBody.Height = 120;
carBody.Background = new SolidColorBrush(Color);
Canvas.SetLeft(carBody, SpawnLocation.X);
Canvas.SetTop(carBody, SpawnLocation.Y);
Rectangle[] tires = new Rectangle[4];
Rectangle[] windows = new Rectangle[2];
Label lblBrand = new Label();
RotateTransform rotation = new RotateTransform();
// Reifen
tires[0] = new Rectangle()
{
Fill = Brushes.Black,
Width = 20,
Height = 30
};
Canvas.SetLeft(tires[0], -9);
Canvas.SetTop(tires[0], 18);
tires[1] = new Rectangle()
{
Fill = Brushes.Black,
Width = 20,
Height = 30
};
Canvas.SetLeft(tires[1], 61);
Canvas.SetTop(tires[1], 18);
tires[2] = new Rectangle()
{
Fill = Brushes.Black,
Width = 20,
Height = 30
};
Canvas.SetLeft(tires[2], -9);
Canvas.SetTop(tires[2], 80);
tires[3] = new Rectangle()
{
Fill = Brushes.Black,
Width = 20,
Height = 30
};
Canvas.SetLeft(tires[3], 61);
Canvas.SetTop(tires[3], 80);
// Fenster
windows[0] = new Rectangle() // Front
{
Fill = Brushes.White,
Width = 50,
Height = 40
};
Canvas.SetLeft(windows[0], 0);
Canvas.SetTop(windows[0], 0);
windows[1] = new Rectangle() // rear
{
Fill = Brushes.White,
Width = 50,
Height = 50
};
Canvas.SetLeft(windows[1], 0);
Canvas.SetTop(windows[1], 0);
// Label Automarke
lblBrand.Width = 40;
lblBrand.Height = 23;
lblBrand.Content = Brand;
// Add2Canvas
for (int i = 0; i < tires.Length; i++)
carBody.Children.Add(tires[i]);
for (int i = 0; i < windows.Length; i++)
carBody.Children.Add(windows[i]);
carBody.Children.Add(lblBrand);
if (Direction == "nord")
{
rotation.Angle = 0;
rotation.CenterX = SpawnLocation.X;
rotation.CenterY = SpawnLocation.Y;
carBody.RenderTransform = rotation;
}
else if (Direction == "süd")
{
rotation.Angle = 180;
rotation.CenterX = SpawnLocation.X;
rotation.CenterY = SpawnLocation.Y;
carBody.RenderTransform = rotation;
}
else if (Direction == "west")
{
rotation.Angle = 90;
rotation.CenterX = SpawnLocation.X;
rotation.CenterY = SpawnLocation.Y;
carBody.RenderTransform = rotation;
}
else if (Direction == "ost")
{
rotation.Angle = 270;
rotation.CenterX = SpawnLocation.X;
rotation.CenterY = SpawnLocation.Y;
carBody.RenderTransform = rotation;
}
cvs.Children.Add(carBody);
}
Calling the methodMainWindow:
Car car1;
public MainWindow()
{
InitializeComponent();
car1 = new Car("Audi", Colors.Red);
car1.Direction = "west";
car1.SpawnLocation = new Point(550, 340);
car1.Spawn(gameScreen);
}
Thanks in advance!
Fixed it! I initialized the argmument of my Spawn method, it now works after I deleted it.
My method looked like this first:
public void Spawn(Canvas cvs)
{
cvs = new Canvas();
cvs.Children.Clear();
carBody.Width = 70;
I initialized my the Argument, but since i don't wanna create a new Canvas, i deleted these two first lines of my method.
public void Spawn(Canvas cvs)
{
carBody.Width = 70;
carBody.Height = 120;
carBody.Background = new SolidColorBrush(Color);
Now its working fine.

DirectX (SharpDX) Wireframe Bug

I am experiencing an issue with wireframe within my 3D scene. For some strange reason, the wireframe is showing as incomplete in certain places. Moving the camera around makes some of the lines appear, and others disappear, instead of just being one complete wireframe. Here are a few pictures and some code. I am using SharpDX. Does anyone know what's going on?
(The following code has been trimmed down signifincantly to show only what I believe to be the relevant bits to this question)
using SharpDX;
using SharpDX.Direct3D;
using SharpDX.Direct3D11;
using SharpDX.DirectInput;
using SharpDX.DXGI;
using SharpDX.Windows;
using System.Collections.Generic;
using System.Diagnostics;
using System.Diagnostics.Contracts;
using System.Windows.Forms;
using VoidwalkerEngine.Framework.DirectX;
using VoidwalkerEngine.Framework.DirectX.Rendering;
using VoidwalkerEngine.Framework.DirectX.Shaders;
using VoidwalkerEngine.Framework.Logic;
using VoidwalkerEngine.Framework.Maths;
namespace GrimoireTacticsGame.Client
{
public class GameWindow : RenderForm
{
/**
* Client Variables
*/
public Camera Camera { get; set; }
public Keyboard Keyboard { get; set; }
public Mouse Mouse { get; set; }
public bool IsMouseLookEnabled { get; private set; }
public Point CurrentMouseLocation { get; set; }
public Stopwatch ClientTimer { get; set; }
public int RenderFrequency { get; private set; }
public VsyncLevel Vsync { get; set; }
private bool _isResizeNeeded { get; set; } = true;
private Point _mouseLockLocation { get; set; }
private float _previousFrameDeltaTime { get; set; }
private int _frameCounter;
private System.DateTime _previousDateTime;
/**
* DirectX Variables
*/
private Texture2D _depthBuffer;
private SwapChain _swapChain;
private SwapChainDescription _swapChainDescription;
private Texture2D _backBuffer = null;
private RenderTargetView _renderView = null;
private DepthStencilView _depthView = null;
private SharpDX.Direct3D11.Device _device;
private DeviceContext _graphicsCardContext;
private Factory _factory;
public PointLightShaderArgs _pointLightArgs;
private BlendState BlendState { get; set; }
private RasterizerStateDescription RasterizerState { get; set; }
public List<StaticGeometry> StaticGeometry { get; set; }
/**
* Shaders
*/
public WorldShader WorldShader;
public GameWindow()
: base("Grimoire Tactics")
{
Initialize();
}
public void InitializeDirectX()
{
// SwapChain description
_swapChainDescription = new SwapChainDescription()
{
BufferCount = 1,
ModeDescription = new ModeDescription(
this.ClientSize.Width,
this.ClientSize.Height,
new Rational(60, 1),
Format.R8G8B8A8_UNorm),
IsWindowed = true,
OutputHandle = this.Handle,
SampleDescription = new SampleDescription(1, 0),
SwapEffect = SwapEffect.Discard,
Usage = Usage.RenderTargetOutput
};
SharpDX.Direct3D11.Device.CreateWithSwapChain(
DriverType.Hardware,
DeviceCreationFlags.None,
_swapChainDescription,
out _device,
out _swapChain);
_graphicsCardContext = _device.ImmediateContext;
_factory = _swapChain.GetParent<Factory>();
_factory.MakeWindowAssociation(this.Handle, WindowAssociationFlags.IgnoreAll);
/**
* Create RasterizerState
*/
RasterizerState = new RasterizerStateDescription
{
CullMode = CullMode.None,
DepthBias = 0,
DepthBiasClamp = 0,
FillMode = FillMode.Solid,
IsAntialiasedLineEnabled = false,
IsDepthClipEnabled = false,
IsFrontCounterClockwise = false,
IsMultisampleEnabled = false,
IsScissorEnabled = false,
SlopeScaledDepthBias = 0
};
_graphicsCardContext.Rasterizer.State = new RasterizerState(_device, RasterizerState);
/**
* Create BlendState
*/
BlendStateDescription blendStateDescription = new BlendStateDescription
{
AlphaToCoverageEnable = false,
};
blendStateDescription.RenderTarget[0].IsBlendEnabled = true;
blendStateDescription.RenderTarget[0].SourceBlend = BlendOption.SourceAlpha;
blendStateDescription.RenderTarget[0].DestinationBlend = BlendOption.InverseSourceAlpha;
blendStateDescription.RenderTarget[0].BlendOperation = BlendOperation.Add;
blendStateDescription.RenderTarget[0].SourceAlphaBlend = BlendOption.Zero;
blendStateDescription.RenderTarget[0].DestinationAlphaBlend = BlendOption.Zero;
blendStateDescription.RenderTarget[0].AlphaBlendOperation = BlendOperation.Add;
blendStateDescription.RenderTarget[0].RenderTargetWriteMask = ColorWriteMaskFlags.All;
this.BlendState = new BlendState(_device, blendStateDescription);
this._graphicsCardContext.OutputMerger.BlendState = this.BlendState;
}
private void InitializeShaders()
{
WorldShader = new WorldShader(_device);
}
private void Initialize()
{
this.StaticGeometry = new List<StaticGeometry>();
this.StartPosition = FormStartPosition.CenterScreen;
this.Camera = new Camera
{
MoveSpeed = 128f,
LookSpeed = 0.50f, // 0 ~ 1 (0.50 = 50%)
Location = new Vector3(0, 0, 0),
FieldOfView = 1.0f, // 0.7 ~ 1.20
NearZ = 1f,
FarZ = 8000f,
AccelerationMultiplier = 2.5f
};
InitializeDirectX();
InitializeShaders();
InitializeGeometry();
/**
* Initialize Clock
* Probably use a DateTime instead.
*/
ClientTimer = new Stopwatch();
/**
* Setup Handlers
*/
this.KeyDown += OnKeyDown;
this.KeyUp += OnKeyUp;
this.UserResized += OnResize;
this.MouseUp += OnMouseUp;
this.MouseMove += OnMouseMove;
this.MouseDown += OnMouseDown;
this.FormClosing += OnFormClosing;
/**
* Setup User Input
*/
DirectInput input = new DirectInput();
this.Keyboard = new Keyboard(input);
this.Keyboard.Properties.BufferSize = 128;
this.Keyboard.Acquire();
this.Mouse = new Mouse(input);
this.Mouse.Properties.BufferSize = 8;
this.Mouse.Acquire();
}
private void DrawScene(float deltaTime)
{
this.Text = this.Camera.Location.ToString();
float elapsedClientTime = ClientTimer.ElapsedMilliseconds / 1000.0f;
Matrix modelViewMatrix = Camera.ModelViewMatrix;
Matrix projectionMatrix = Camera.ProjectionMatrix;
Matrix modelViewProjectionMatrix = Camera.ModelViewProjectionMatrix;
if (!WorldShader.IsBound)
{
WorldShader.Bind(_graphicsCardContext);
}
this._pointLightArgs = new PointLightShaderArgs(
new Vector3(16, 32, 16),
1024,
new Vector3(0, 0.06f, 0),
new Vector4(0.5f, 0.5f, 0.5f, 1.0f),
new Vector4(1, 1, 1, 1));
_graphicsCardContext.UpdateSubresource(ref _pointLightArgs, WorldShader.PointLightShaderArgsBuffer);
foreach (StaticGeometry geometry in this.StaticGeometry)
{
if (geometry.IsVisible)
{
Matrix worldPositionMatrix = VoidwalkerMath.CreateRotationMatrix(geometry.Rotation) * Matrix.Translation(geometry.Location);
Matrix localMatrix = worldPositionMatrix * modelViewProjectionMatrix;
worldPositionMatrix.Transpose();
localMatrix.Transpose();
_graphicsCardContext.UpdateSubresource(ref localMatrix, WorldShader.LocalMatrixBuffer);
_graphicsCardContext.UpdateSubresource(ref worldPositionMatrix, WorldShader.WorldPositionBuffer);
Vector2 textureResolution = geometry.Mesh.DiffuseMaterial.Resolution;
_graphicsCardContext.UpdateSubresource(ref textureResolution, WorldShader.TextureResolutionBuffer);
geometry.Draw(_graphicsCardContext);
}
}
}
private void OnRenderFrame()
{
if (_isResizeNeeded)
{
ResizeFrameBuffers();
}
float elapsedClientTime = ClientTimer.ElapsedMilliseconds / 1000.0f;
float currentFrameDeltaTime = elapsedClientTime - _previousFrameDeltaTime;
_previousFrameDeltaTime = elapsedClientTime;
System.DateTime dateTimeNow = System.DateTime.Now;
System.TimeSpan subtractedTime = dateTimeNow.Subtract(_previousDateTime);
if (subtractedTime.TotalSeconds >= 1)
{
this.RenderFrequency = _frameCounter;
_frameCounter = 0;
this._previousDateTime = dateTimeNow;
}
_graphicsCardContext.ClearDepthStencilView(_depthView, DepthStencilClearFlags.Depth, 1.0f, 0);
_graphicsCardContext.ClearRenderTargetView(_renderView, Color.CornflowerBlue);
CheckKeyboardInput(currentFrameDeltaTime);
DrawScene(elapsedClientTime);
_swapChain.Present((int)this.Vsync, PresentFlags.None);
_frameCounter++;
}
private void OnKeyUp(object sender, KeyEventArgs args)
{
switch (args.KeyCode)
{
case Keys.F2:
RasterizerStateDescription previousDescription = _graphicsCardContext.Rasterizer.State.Description;
FillMode mode;
mode = previousDescription.FillMode == FillMode.Solid
? FillMode.Wireframe
: FillMode.Solid;
_graphicsCardContext.Rasterizer.State = new RasterizerState(_device, new RasterizerStateDescription
{
CullMode = previousDescription.CullMode,
DepthBias = previousDescription.DepthBias,
DepthBiasClamp = previousDescription.DepthBiasClamp,
FillMode = mode,
IsAntialiasedLineEnabled = previousDescription.IsAntialiasedLineEnabled,
IsDepthClipEnabled = previousDescription.IsDepthClipEnabled,
IsFrontCounterClockwise = previousDescription.IsFrontCounterClockwise,
IsMultisampleEnabled = previousDescription.IsMultisampleEnabled,
IsScissorEnabled = previousDescription.IsScissorEnabled,
SlopeScaledDepthBias = previousDescription.SlopeScaledDepthBias
});
break;
}
}
private void ResizeFrameBuffers()
{
Utilities.Dispose(ref _backBuffer);
Utilities.Dispose(ref _renderView);
Utilities.Dispose(ref _depthBuffer);
Utilities.Dispose(ref _depthView);
_swapChain.ResizeBuffers(_swapChainDescription.BufferCount, this.ClientSize.Width, this.ClientSize.Height, Format.Unknown, SwapChainFlags.None);
_backBuffer = Texture2D.FromSwapChain<Texture2D>(_swapChain, 0);
_renderView = new RenderTargetView(_device, _backBuffer);
_depthBuffer = new Texture2D(_device, new Texture2DDescription()
{
Format = Format.D32_Float_S8X24_UInt,
ArraySize = 1,
MipLevels = 1,
Width = this.ClientSize.Width,
Height = this.ClientSize.Height,
SampleDescription = new SampleDescription(1, 0),
Usage = ResourceUsage.Default,
BindFlags = BindFlags.DepthStencil,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None
});
_depthView = new DepthStencilView(_device, _depthBuffer);
_graphicsCardContext.Rasterizer.SetViewport(new Viewport(0, 0, this.ClientSize.Width, this.ClientSize.Height, 0.0f, 1.0f));
_graphicsCardContext.OutputMerger.SetTargets(_depthView, _renderView);
Camera.AspectRatio = this.ClientSize.Width / (float)this.ClientSize.Height;
_isResizeNeeded = false;
}
}
}
Nevermind, I figured it out. I have to disable alpha blending. Should have guessed that.
blendStateDescription.RenderTarget[0].IsBlendEnabled = false;

SharpDX is filling entire form instead of drawing triangle

I'm trying to write simple DirectX 11 app using C# and SharpDX. I wanted to test basic drawing but when i run the program, i will get entire form filled with red color. When i change the vertices its drawing unwanted shapes. Clear color works.
I tried changing some properties but nothing helps.
Here is the code:
private Vector3[] Vertices = new Vector3[]
{
new Vector3(-0.5f, 0.5f, 0), new Vector3(0.5f, 0.5f, 0), new Vector3(0, -0.5f, 0)
};
private D3D11.Buffer VertexBuffer;
public Game()
{
RenderForm = new RenderForm("Test Form");
RenderForm.ClientSize = new Size(Width, Height);
RenderForm.AllowUserResizing = false;
InitDeviceResources();
InitShaders();
InitVertexBuffer();
}
public void Run()
{
RenderLoop.Run(RenderForm, RenderCallback);
}
private void InitVertexBuffer()
{
VertexBuffer = D3D11.Buffer.Create<Vector3>(Device, BindFlags.VertexBuffer, Vertices);
}
private void InitShaders()
{
using (ShaderBytecode vertexShaderBytecode = ShaderBytecode.CompileFromFile("vertexShader.hlsl", "main", "vs_4_0", ShaderFlags.Debug))
{
InputSignature = ShaderSignature.GetInputSignature(vertexShaderBytecode);
VertexShader = new VertexShader(Device, vertexShaderBytecode);
}
using (ShaderBytecode pixelShaderBytecode = ShaderBytecode.CompileFromFile("pixelShader.hlsl", "main", "ps_4_0", ShaderFlags.Debug))
{
PixelShader = new PixelShader(Device, pixelShaderBytecode);
}
Context.VertexShader.Set(VertexShader);
Context.PixelShader.Set(PixelShader);
Context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
InputLayout = new InputLayout(Device, InputSignature, InputElements);
Context.InputAssembler.InputLayout = InputLayout;
}
private void InitDeviceResources()
{
ModeDescription backBufferDesc = new ModeDescription(Width, Height, new Rational(60, 1), Format.B8G8R8A8_UNorm);
SwapChainDescription swapChainDesc = new SwapChainDescription()
{
BufferCount = 1,
IsWindowed = true,
OutputHandle = RenderForm.Handle,
ModeDescription = backBufferDesc,
SampleDescription = new SampleDescription(1, 0),
Usage = Usage.RenderTargetOutput
};
D3D11.Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, swapChainDesc, out Device, out SwapChain);
Context = Device.ImmediateContext;
Viewport = new Viewport(0, 0, Width, Height);
Context.Rasterizer.SetViewport(Viewport);
using (Texture2D backBuffer = SwapChain.GetBackBuffer<Texture2D>(0))
{
RenderTarget = new RenderTargetView(Device, backBuffer);
}
}
private void RenderCallback()
{
Draw();
}
private void Draw()
{
Context.OutputMerger.SetRenderTargets(RenderTarget);
Context.ClearRenderTargetView(RenderTarget, new Color4(0, 0, 1, 1));
Context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(VertexBuffer, Utilities.SizeOf<Vector3>(), 0));
Context.Draw(Vertices.Count(), 0);
SwapChain.Present(1, PresentFlags.None);
}
I finally solved this. There must be Format.R32G32B32_Float instead of Format.R32G32B32A32_Float

Getting SharpDX.Direct2D1.Bitmap from Texture2D

I'm trying to create an off-screen bitmap to draw on it and to draw it with Direct2D1.RenderTarget.DrawBitmap then. So I create Texture2D and get the Bitmap from it. But I receive the error
[D2DERR_UNSUPPORTED_PIXEL_FORMAT/UnsupportedPixelFormat]
in last string of code. Please help me to understand, what have i done wrong here?
m_texture = new Texture2D(
context.Device,
new Texture2DDescription() {
ArraySize = 1,
BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource,
CpuAccessFlags = CpuAccessFlags.None,
Format = Format.B8G8R8A8_UNorm,
Height = bitmapSize.Height,
Width = bitmapSize.Width,
MipLevels = 1,
OptionFlags = ResourceOptionFlags.None,
SampleDescription = new SampleDescription() {
Count = 1,
Quality = 0
},
Usage = ResourceUsage.Default
}
);
m_surface = m_texture.QueryInterface<Surface>();
using (SharpDX.Direct2D1.Factory factory = new SharpDX.Direct2D1.Factory()) {
m_renderTarget = new RenderTarget(
factory,
m_surface,
new RenderTargetProperties() {
DpiX = 0.0f, // default dpi
DpiY = 0.0f, // default dpi
MinLevel = SharpDX.Direct2D1.FeatureLevel.Level_DEFAULT,
Type = RenderTargetType.Hardware,
Usage = RenderTargetUsage.None,
PixelFormat = new SharpDX.Direct2D1.PixelFormat(
Format.Unknown,
AlphaMode.Premultiplied
)
}
);
}
m_bitmap = new SharpDX.Direct2D1.Bitmap(m_renderTarget, m_surface);
public static SharpDX.Direct2D1.Bitmap GetBitmapFromSRV(SharpDX.Direct3D11.ShaderResourceView srv, RenderTarget renderTarger)
{
using (var texture = srv.ResourceAs<Texture2D>())
using (var surface = texture.QueryInterface<Surface>())
{
var bitmap = new SharpDX.Direct2D1.Bitmap(renderTarger, surface, new SharpDX.Direct2D1.BitmapProperties(new SharpDX.Direct2D1.PixelFormat(
Format.R8G8B8A8_UNorm,
SharpDX.Direct2D1.AlphaMode.Premultiplied)));
return bitmap;
}
}

SlimDX low performance with many vertices

So I've been playing around with SlimDX for quite a while now,
and experienced some issues with big STL files.
While on OpenGL they load without flinching I get down to 1-2 FPS an soon as I load files of about 100mb (same issues with multiple files) in SharpGL. Did I miss anything, or is there anything I am simply doing not right at all ?
Edit: Just to specify my question: is performance with SlimDX on 1.000.000+ vertices always that poor ?
Edit: I know, that using an index buffer would be more efficient, as well as I know that CullingMode.None isn't really a FPS-Saver, but in the OpenGL test I've even used two sided lighting and a bit of smoothing, which should be as hard as creating (in the worst case) 3 times as many points as necessary.
Edit: Out of curiosity I modified the code to include an indexBuffer, and it really did have some impact on the FPS, I am validating this right now
BasicFramework.cs
#region Using Statements
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Text;
using SlimDX;
using SlimDX.Direct3D11;
using SlimDX.DXGI;
using SlimDX.Windows;
using Device = SlimDX.Direct3D11.Device;
using Texture2D = SlimDX.Direct3D11.Texture2D;
#endregion
namespace SlimDX_Evaluation
{
public abstract class BasicFramework : IDisposable
{
#region Membervariables
//Objects
private RenderForm renderForm;
private SwapChain swapChain;
private Factory factory;
private Device device;
private DeviceContext deviceContext;
private Texture2D backBufffer;
private Texture2D depthBuffer;
private RenderTargetView renderTargetView;
private DepthStencilView depthStencilView;
private TimeSpan lastFrameTime;
private Stopwatch clock;
//Variables
private bool userResized;
private bool isResizing;
#endregion
#region Constructors
/**
* The Constructor initializes the default behavior of the Framework.
* It is not supposed to be replaced, the customization should be done in the Constructor
*/
public BasicFramework() : this("My Title") { }
public BasicFramework(string title)
{
//Create the winForm
renderForm = new RenderForm(title);
renderForm.ClientSize = new System.Drawing.Size(800, 480);
renderForm.MaximizeBox = true;
renderForm.FormBorderStyle = System.Windows.Forms.FormBorderStyle.Sizable;
//Hook into Windows.Forms Event
renderForm.ClientSizeChanged += HandleClientSizeChanged;
//Generate SwapChain
var desc = new SwapChainDescription()
{
BufferCount = 1,
ModeDescription = new ModeDescription(renderForm.ClientSize.Width,
renderForm.ClientSize.Height,
new Rational(60, 1),
Format.B8G8R8A8_UNorm),
IsWindowed = true,
OutputHandle = renderForm.Handle,
SampleDescription = new SampleDescription(1, 0),
SwapEffect = SwapEffect.Discard,
Usage = Usage.RenderTargetOutput,
};
Device.CreateWithSwapChain(
DriverType.Hardware,
DeviceCreationFlags.None,
desc,
out device,
out swapChain
);
//Set DeviceContext
deviceContext = device.ImmediateContext;
// prevent DXGI handling of alt+enter,prt scrn, etc which doesn't work properly with Winforms
using (var factory = swapChain.GetParent<Factory>())
factory.SetWindowAssociation(renderForm.Handle, WindowAssociationFlags.IgnoreAll);
//Generate Backbuffer
backBufffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
renderTargetView = new RenderTargetView(device, backBufffer);
//Generate Depthbuffer and DepthBufferView
depthBuffer = new Texture2D(device, new Texture2DDescription()
{
Format = Format.D16_UNorm,
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,
});
depthStencilView = new DepthStencilView(device, depthBuffer);
//Define Rasterizer
RasterizerStateDescription rasterizerDescription = new RasterizerStateDescription()
{
CullMode = CullMode.None,
FillMode = FillMode.Solid,
IsAntialiasedLineEnabled = true,
IsFrontCounterclockwise = true,
IsMultisampleEnabled = true,
IsDepthClipEnabled = true,
IsScissorEnabled = false
};
deviceContext.Rasterizer.State = RasterizerState.FromDescription(device, rasterizerDescription);
//Set ViewPort
deviceContext.Rasterizer.SetViewports(new Viewport(
0,
0,
renderForm.Width,
renderForm.Height));
deviceContext.OutputMerger.SetTargets(depthStencilView, renderTargetView);
//Force recalibration on first load
userResized = true;
}
#endregion
#region Run
public void Run()
{
clock = new Stopwatch();
clock.Start();
this.lastFrameTime = clock.Elapsed;
Initialize();
LoadContent();
MessagePump.Run(renderForm, () =>
{
if (userResized)
{
backBufffer.Dispose();
RenderTargetView.Dispose();
depthBuffer.Dispose();
depthStencilView.Dispose();
//Resize the buffers
swapChain.ResizeBuffers(
0,
renderForm.ClientSize.Width,
renderForm.ClientSize.Height,
Format.Unknown,
SwapChainFlags.None
);
//Get the new Backbuffer
backBufffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
//Renew RenderTargetView
renderTargetView = new RenderTargetView(device, backBufffer);
//Create the new DepthBuffer
depthBuffer = 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
});
//Create DepthBufferView
depthStencilView = new DepthStencilView(device, depthBuffer);
//SetUp Targets and Viewports for Rendering
deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, renderForm.Width, renderForm.Height));
deviceContext.OutputMerger.SetTargets(depthStencilView, renderTargetView);
//finished resizing
isResizing = userResized = false;
}
TimeSpan timeSinceLastFrame = clock.Elapsed - this.lastFrameTime;
this.lastFrameTime = clock.Elapsed;
Update(clock.Elapsed, timeSinceLastFrame);
BeginFrame();
Draw(clock.Elapsed, timeSinceLastFrame);
EndFrame();
});
UnloadContent();
}
#endregion
#region MethodsToOverride
public virtual void Update(TimeSpan totalRunTime, TimeSpan timeSinceLastFrame)
{
}
public virtual void Draw(TimeSpan totalRunTime, TimeSpan timeSinceLastFrame)
{
}
public virtual void BeginFrame()
{
}
public void EndFrame()
{
swapChain.Present(0, PresentFlags.None); //Presents the image to the user
}
public virtual void Initialize()
{
}
public virtual void LoadContent()
{
}
public virtual void UnloadContent()
{
}
public virtual void Dispose()
{
renderForm.Dispose();
backBufffer.Dispose();
deviceContext.ClearState();
deviceContext.Flush();
device.Dispose();
deviceContext.Dispose();
depthBuffer.Dispose();
depthStencilView.Dispose();
swapChain.Dispose();
}
#endregion
#region Handlers
private void HandleResize(object sender, EventArgs e)
{
backBufffer.Dispose();
RenderTargetView.Dispose();
depthBuffer.Dispose();
depthStencilView.Dispose();
//Resize the buffers
swapChain.ResizeBuffers(
0,
renderForm.ClientSize.Width,
renderForm.ClientSize.Height,
Format.Unknown,
SwapChainFlags.None
);
//Get the new Backbuffer
backBufffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
//Renew RenderTargetView
renderTargetView = new RenderTargetView(device, backBufffer);
//Create the new DepthBuffer
depthBuffer = 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
});
//Create DepthBufferView
depthStencilView = new DepthStencilView(device, depthBuffer);
//SetUp Targets and Viewports for Rendering
deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, renderForm.Width, renderForm.Height));
deviceContext.OutputMerger.SetTargets(depthStencilView, renderTargetView);
//finished resizing
isResizing = userResized = false;
TimeSpan timeSinceLastFrame = clock.Elapsed - this.lastFrameTime;
this.lastFrameTime = clock.Elapsed;
Update(clock.Elapsed, timeSinceLastFrame);
BeginFrame();
Draw(clock.Elapsed, timeSinceLastFrame);
EndFrame();
}
private void HandleClientSizeChanged(object sender, EventArgs e)
{
userResized = true;
}
#endregion
#region GetAndSet
public Device Device
{
get
{
return this.device;
}
}
public DeviceContext DeviceContext
{
get
{
return this.deviceContext;
}
}
public RenderTargetView RenderTargetView
{
get
{
return this.renderTargetView;
}
}
public RenderForm RenderForm
{
get
{
return this.renderForm;
}
}
public DepthStencilView DepthStencilView
{
get
{
return this.depthStencilView;
}
}
#endregion
}
}
SimpleIntegration.cs
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Drawing;
using SlimDX;
using SlimDX.D3DCompiler;
using SlimDX.Direct3D11;
using Buffer = SlimDX.Direct3D11.Buffer;
using System.Diagnostics;
namespace SlimDX_Evaluation
{
class SampleIntegration : BasicFramework
{
#region Members
private VertexShader vertexShader;
private PixelShader pixelShader;
private Buffer constantBuffer;
private VertexBufferBinding vertexBufferBinding_model;
private int vertCount;
private Stopwatch timer;
private long lastFrame;
private int frameCount;
private Matrix view;
private Matrix proj;
private Matrix viewProj;
Matrix worldViewProj;
#endregion
public override void Draw(TimeSpan totalRunTime, TimeSpan timeSinceLastFrame)
{
//Output FPS
frameCount++;
if (timer.ElapsedMilliseconds - lastFrame >= 1000)
{
Console.WriteLine("FPS: " + frameCount);
lastFrame = timer.ElapsedMilliseconds;
frameCount = 0;
}
worldViewProj = Matrix.Multiply(Matrix.RotationAxis(Vector3.UnitY, timer.ElapsedMilliseconds / 1000.0f), viewProj);
//Update ConstantBuffer
var buffer = new MyConstantBuffer();
buffer.worldViewProj = worldViewProj;
var data = new DataStream(System.Runtime.InteropServices.Marshal.SizeOf(new MyConstantBuffer()), true, true);
data.Write(buffer);
data.Position = 0;
DeviceContext.UpdateSubresource(new DataBox(0, 0, data),constantBuffer,0);
//Clear
Device.ImmediateContext.ClearRenderTargetView(RenderTargetView, Color.WhiteSmoke);
Device.ImmediateContext.ClearDepthStencilView(DepthStencilView, DepthStencilClearFlags.Depth, 1.0f, 0);
//Draw
DeviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
DeviceContext.InputAssembler.SetVertexBuffers(0, vertexBufferBinding_model);
Device.ImmediateContext.Draw(vertCount, 0);
base.Draw(totalRunTime, timeSinceLastFrame);
}
public override void LoadContent()
{
//Initialize the timer
timer = new Stopwatch();
timer.Start();
//Initialize Matrices
view = Matrix.LookAtLH(new Vector3(0, 100, -500), new Vector3(0, 0, 0), Vector3.UnitY);
proj = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, RenderForm.ClientSize.Width / RenderForm.ClientSize.Height, 0.1f, 10000.0f);
viewProj = Matrix.Multiply(view, proj);
//Load Shaders
ShaderBytecode vertexShaderByteCode;
ShaderBytecode pixelShaderByteCode;
try
{
vertexShaderByteCode = ShaderBytecode.CompileFromFile("Shaders/shader.hlsl", "VShader", "vs_4_0",ShaderFlags.None,EffectFlags.None);
pixelShaderByteCode = ShaderBytecode.CompileFromFile("Shaders/shader.hlsl", "PShader", "ps_4_0",ShaderFlags.None,EffectFlags.None);
}
catch (System.Exception ex)
{
throw ex;
}
vertexShader = new VertexShader(Device, vertexShaderByteCode);
pixelShader = new PixelShader(Device, pixelShaderByteCode);
DeviceContext.VertexShader.Set(vertexShader);
DeviceContext.PixelShader.Set(pixelShader);
var signature = ShaderSignature.GetInputSignature(vertexShaderByteCode);
//Define first 16 floats as Position, next 16 as Color, next 12 normal (4 cords, 4 Color, 3 normal parts)
InputElement[] elements = new InputElement[]
{
new InputElement("POSITION", 0, SlimDX.DXGI.Format.R32G32B32A32_Float, 0, 0),
new InputElement("COLOR" , 0, SlimDX.DXGI.Format.R32G32B32A32_Float, 16, 0),
new InputElement("NORMAL" , 0, SlimDX.DXGI.Format.R32G32B32_Float, 32, 0),
};
//Define Layout for the InputAssembler
DeviceContext.InputAssembler.InputLayout = new InputLayout(Device, signature, elements);
//Generate and link constant buffers
constantBuffer = new Buffer(Device, System.Runtime.InteropServices.Marshal.SizeOf(new Matrix()), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
DeviceContext.VertexShader.SetConstantBuffer(constantBuffer,0);
//load STL and generate Vertices from it
ModuleWorks.Meshf meshf = ModuleWorks.MeshHelper.ReadSTLf(#"C:\ModuleWorks\STL\Homer.stl", ModuleWorks.Unit.Metric);
try
{
vertCount = meshf.TriangleCount * 3;
var vertices_model = new DataStream(vertCount * System.Runtime.InteropServices.Marshal.SizeOf(typeof(Vertex)), true, true);
var stopWatch = new Stopwatch();
stopWatch.Start();
for (int x = 0; x < meshf.TriangleCount; x++)
{
var triangle = meshf.GetTriangle(x);
var normal = triangle.Normal;
vertices_model.Write(new Vertex(meshf.GetPoint(triangle.Idx1).X, meshf.GetPoint(triangle.Idx1).Y, meshf.GetPoint(triangle.Idx1).Z, 1.0f, 0.0f, 0.0f, 1.0f, normal.X, normal.Y, normal.Z));
vertices_model.Write(new Vertex(meshf.GetPoint(triangle.Idx2).X, meshf.GetPoint(triangle.Idx2).Y, meshf.GetPoint(triangle.Idx2).Z, 1.0f, 0.0f, 0.0f, 1.0f, normal.X, normal.Y, normal.Z));
vertices_model.Write(new Vertex(meshf.GetPoint(triangle.Idx3).X, meshf.GetPoint(triangle.Idx3).Y, meshf.GetPoint(triangle.Idx3).Z, 1.0f, 0.0f, 0.0f, 1.0f, normal.X, normal.Y, normal.Z));
}
vertices_model.Position = 0;
//Generate VertexBufferBinding
var sizeInBytes = vertCount * System.Runtime.InteropServices.Marshal.SizeOf(typeof(Vertex));
var stride = System.Runtime.InteropServices.Marshal.SizeOf(typeof(Vector4)) * 2 + System.Runtime.InteropServices.Marshal.SizeOf(typeof(Vector3));
var vertexBuffer_model = new Buffer(Device, vertices_model, sizeInBytes, ResourceUsage.Default, BindFlags.VertexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
vertexBufferBinding_model = new VertexBufferBinding(vertexBuffer_model, stride, 0);
vertices_model.Close();
}
catch (System.Exception ex)
{
Console.WriteLine(ex);
return;
}
}
public override void Dispose()
{
vertexShader.Dispose();
pixelShader.Dispose();
constantBuffer.Dispose();
base.Dispose();
}
}
}
shader.hlsl
cbuffer matrixBuffer : register(b0)
{
float4x4 worldViewProj;
};
struct VOut
{
float4 position : SV_POSITION;
float4 color : COLOR;
float3 normal : NORMAL;
};
VOut VShader(float4 position : POSITION, float4 color : COLOR, float3 normal : NORMAL)
{
VOut output = (VOut)0;
output.position = mul(worldViewProj, position);
output.normal = normalize(mul((float3x3)worldViewProj,normal));
output.color = color;
return output;
}
float4 PShader(VOut vout) : SV_TARGET
{
return vout.color;
}
Thanks in advance
I solved it.
The issue was based on an inperformant approach to adding the vertices.
For further information, checkout this nice paper I've found

Categories

Resources