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我正在嘗試使用sharpdx創建高級API。它必須能夠繪製,但我堅持如何使它與多個Draw調用同時工作。SharpDX同時繪製多個圖元
這是我如何調用類
DirectXFinalD d33d = new DirectXFinalD();
在這裏,我創建類型viereck的新對象(矩形)
Viereck viereck = new Viereck(0, 0, 0.2, 0.1, myBrush, myBrush, 1, false);
在這裏,我傳遞對象的類
d33d.DrawDirectX(viereck);
它已經工作,但問題是,我希望它能夠在任何給定的t時間內傳遞更多的對象ime,並讓它們畫出來。 我已經嘗試過始終更新頂點緩衝區,始終+ =頂點,但問題是不同的形狀需要不同的拓撲。這裏是這個類:
namespace DrawHost
{
public class DirectXFinalD : DrawHost.DirectXBaseD<D3D11>, IDrawable
{
;
public DirectXFinalD(IDrawable objectToDraw = null, DataStream stream = null)
{
this.objectToDraw = objectToDraw;
if (stream == null)
stream = new DataStream(32 * 612500, true, true);
else
this.stream = stream;
}
protected override void Attach()
{
#region Shader
if (Renderer == null)
return;
device = Renderer.Device;
context = device.ImmediateContext;
// Compile Vertex and Pixel shaders
vertexShaderByteCode = ShaderBytecode.CompileFromFile("MiniTri.fx", "VS", "vs_4_0", ShaderFlags.None, EffectFlags.None);
vertexShader = new VertexShader(device, vertexShaderByteCode);
pixelShaderByteCode = ShaderBytecode.CompileFromFile("MiniTri.fx", "PS", "ps_4_0", ShaderFlags.None, EffectFlags.None);
pixelShader = new PixelShader(device, pixelShaderByteCode);
// Layout from VertexShader input signature
layout = new InputLayout(device, ShaderSignature.GetInputSignature(vertexShaderByteCode), new[] {
new InputElement("POSITION",0,Format.R32G32B32A32_Float,0,0),
new InputElement("COLOR",0,Format.R32G32B32A32_Float,16,0)
});
#endregion
if (objectToDraw == null) { }
else
{
float r = 0;
float g = 0;
float b = 0;
switch (objectToDraw.ToString())
{
#region Dreieck
case "Dreieck":
Dreieck dreieck = (Dreieck)objectToDraw;
topology = PrimitiveTopology.TriangleStrip;
ConvertColor(ref r, ref g, ref b, ((System.Windows.Media.SolidColorBrush)dreieck.Color).Color);
streamList.Add(new Vector4((Convert.ToSingle(dreieck.X)), (Convert.ToSingle(dreieck.Y)/10), 0f, 1.0f)); streamList.Add(new Vector4(r, g, b, 1.0f));
streamList.Add(new Vector4(((Convert.ToSingle(dreieck.X) + Convert.ToSingle(dreieck.Width))), -(Convert.ToSingle(dreieck.Y)), 0f, 1.0f)); streamList.Add(new Vector4(r, g, b, 1.0f));
streamList.Add(new Vector4(-(Convert.ToSingle(dreieck.X)), -((Convert.ToSingle(dreieck.Y) + Convert.ToSingle(dreieck.Height))), 0f, 1.0f)); streamList.Add(new Vector4(r, g, b, 1.0f));
break;
#endregion
#region Viereck
case "Viereck":
Viereck viereck = (Viereck)objectToDraw;
topology = PrimitiveTopology.TriangleStrip;
ConvertColor(ref r, ref g, ref b, ((System.Windows.Media.SolidColorBrush)viereck.Color).Color);
streamList.Add(new Vector4((Convert.ToSingle(viereck.X)), (Convert.ToSingle(viereck.Y)), 0f, 1.0f)); streamList.Add(new Vector4(r, g, b, 1.0f));// ok
streamList.Add(new Vector4(((Convert.ToSingle(viereck.X))), (Convert.ToSingle(viereck.Y) + Convert.ToSingle(viereck.Height)), 0f, 1.0f)); streamList.Add(new Vector4(r, g, b, 1.0f));// ok
streamList.Add(new Vector4((Convert.ToSingle(viereck.X) + Convert.ToSingle(viereck.Width)), (Convert.ToSingle(viereck.Y)), 0f, 1.0f)); streamList.Add(new Vector4(r, g, b, 1.0f));// ok
streamList.Add(new Vector4((Convert.ToSingle(viereck.X) + Convert.ToSingle(viereck.Width)), ((Convert.ToSingle(viereck.Y) + Convert.ToSingle(viereck.Height))), 0f, 1.0f)); streamList.Add(new Vector4(r, g, b, 1.0f));// ok
break;
#endregion
#region Kreis
case "Kreis":
topology = PrimitiveTopology.Undefined;
Kreis kreis = (Kreis)objectToDraw;
ConvertColor(ref r, ref g, ref b, ((System.Windows.Media.SolidColorBrush)kreis.Color).Color);
for (float j = 0; j <= 360; j++)
{
for (double i = 0; i <= 360; i++) //254
{
double rad = i * (Math.PI/180);
float x = (float)Math.Cos(rad) * ((float)kreis.Width/2);
float y = (float)Math.Sin(rad) * ((float)kreis.Height/2);
streamList.Add(new Vector4(x , y, 0f, 1.0f)); streamList.Add(new Vector4(r, g, b, 1.0f));
}
}
break;
#endregion
};
foreach (Vector4 a in streamList)
{
stream.WriteRange(new[] { a });
}
stream.Position = 0;
streamGV streamGV = new streamGV(stream);
//streamGV.GetList(streamList);
//streamList = null;
GC.Collect();
}
vertices = new Buffer(device, stream, new BufferDescription()
{
BindFlags = BindFlags.VertexBuffer,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None,
SizeInBytes = (int)stream.Length,
Usage = ResourceUsage.Default,
StructureByteStride = 0,
});
stream.Dispose();
// Prepare All the stages
context.InputAssembler.InputLayout = (layout);
context.InputAssembler.PrimitiveTopology = topology;
context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, 32, 0));
context.VertexShader.Set(vertexShader);
context.PixelShader.Set(pixelShader);
}
public override void RenderScene(DrawEventArgs args)
{
Renderer.Device.ImmediateContext.ClearRenderTargetView(Renderer.RenderTargetView, new Color4(0.6f, 0, 0, 0));
Renderer.Device.ImmediateContext.Draw((int)stream.Length, 0);
return;
}
public override void Case(DXElement dxviewer)
{
dxviewer11 = dxviewer;
}
public override void DrawDirectX(IDrawable objectToDraw)
{
this.objectToDraw = objectToDraw;
//dxviewer11.Renderer = new Scene_11();
//Renderer = new D3D11();
stream = new DataStream(32 * 612500, true, true);
streamGV strean = new streamGV();
dxviewer11.Renderer = new DirectXFinalD(objectToDraw, stream) { Renderer = new D3D11() };
}
private void ConvertColor(ref float r, ref float g, ref float b, System.Windows.Media.Color color)
{
r = (float)(color.R * 255);
g = (float)(color.G * 255);
b = (float)(color.B * 255);
}
}
我怎樣才能讓它們同時被繪製?我正在使用sharpdx作爲我的渲染表單。一個問題是,我總是不得不改變拓撲結構,例如三角形需要trianglelist
,但對於我使用Linestrip
的圓形。任何幫助,將不勝感激