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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(); }
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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);
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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(); } } }
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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; } }
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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);
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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); } }
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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(); } }
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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); } }
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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); }
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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; } }
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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" + $"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; } }
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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); } }
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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); }
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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); } }
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使用示例:
本文使用的代码地址: