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C#与DirectX图形渲染实战指南
1. 环境搭建:从“一张白纸”到“渲染沙盒”
目标:用 C# + SharpDX 快速搭建DirectX开发环境!
1.1 安装SharpDX
# 🌟 终端操作:
dotnet new console -n SharpDXDemo
cd SharpDXDemo
dotnet add package SharpDX
dotnet add package SharpDX.DXGI
dotnet add package SharpDX.Direct3D11
dotnet add package SharpDX.D3DCompiler
1.2 创建Windows窗口
using SharpDX.Windows;
using SharpDX.DXGI;
using SharpDX.Direct3D;
class Program {
static Window window;
static Device device;
static SwapChain swapChain;
static void Main() {
// 🔥 创建窗口
window = new Window("DirectX in C#");
window.Size = new Size2(800, 600);
// 🔥 初始化Direct3D设备
var factory = new Factory();
var adapter = factory.Adapters1[0];
device = new Device(adapter, DeviceCreationFlags.BgraSupport);
// 🔥 创建SwapChain
var desc = new SwapChainDescription {
BufferCount = 1,
ModeDescription = new ModeDescription(
window.Width, window.Height,
new Rational(60, 1), Format.R8G8B8A8_UNorm
),
SampleDescription = new SampleDescription(1, 0),
Usage = Usage.RenderTargetOutput,
OutputHandle = window.Handle,
SwapEffect = SwapEffect.Discard,
IsWindowed = true
};
swapChain = new SwapChain(factory, device, desc);
// 🔥 渲染循环
while (window.Created) {
Render();
swapChain.Present(1, PresentFlags.None);
}
}
}
效果:一个空白窗口,准备迎接图形渲染!
2. 渲染基础:让三角形“活过来”!
目标:用C#绘制第一个DirectX三角形!
2.1 创建顶点缓冲区
// 定义顶点结构
[StructLayout(LayoutKind.Sequential)]
public struct Vertex {
public Vector3 Position;
public Vector4 Color;
};
// 🔥 初始化顶点数据
var vertices = new Vertex[] {
new Vertex { Position = new Vector3(-0.5f, -0.5f, 0.0f), Color = Color.Red },
new Vertex { Position = new Vector3(0.5f, -0.5f, 0.0f), Color = Color.Green },
new Vertex { Position = new Vector3(0.0f, 0.5f, 0.0f), Color = Color.Blue }
};
// 🔥 创建顶点缓冲区
var vertexBuffer = new Buffer(
device,
vertices,
new BufferDescription {
Usage = ResourceUsage.Default,
BindFlags = BindFlags.VertexBuffer
}
);
2.2 编写着色器代码
// VertexShader.hlsl
cbuffer MatrixBuffer : register(b0) {
matrix worldViewProj;
};
struct VS_INPUT {
float4 Position : POSITION;
float4 Color : COLOR;
};
struct PS_INPUT {
float4 Position : SV_POSITION;
float4 Color : COLOR;
};
PS_INPUT main(VS_INPUT input) {
PS_INPUT output;
output.Position = mul(input.Position, worldViewProj);
output.Color = input.Color;
return output;
}
// PixelShader.hlsl
float4 main(PS_INPUT input) : SV_Target {
return input.Color;
}
2.3 编译并绑定着色器
// 🔥 编译着色器
var vertexShaderBytecode = ShaderBytecode.Compile(
Properties.Resources.VertexShader,
"main", "vs_5_0", ShaderFlags.None
);
var pixelShaderBytecode = ShaderBytecode.Compile(
Properties.Resources.PixelShader,
"main", "ps_5_0", ShaderFlags.None
);
// 🔥 创建着色器对象
var vertexShader = new VertexShader(device, vertexShaderBytecode);
var pixelShader = new PixelShader(device, pixelShaderBytecode);
// 🔥 设置输入布局
var inputElements = new[] {
newInputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0, InputClassification.PerVertexData, 0),
newInputElement("COLOR", 0, Format.R32G32B32A32_Float, 12, 0, InputClassification.PerVertexData, 0)
};
var inputLayout = new InputLayout(device, vertexShaderBytecode.Signature, inputElements);
2.4 绑定资源并绘制
void Render() {
// 🔥 获取渲染目标
var backBuffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
var renderTargetView = new RenderTargetView(device, backBuffer);
device.ImmediateContext.OutputMerger.SetRenderTargets(renderTargetView);
// 🔥 清屏
device.ImmediateContext.ClearRenderTargetView(renderTargetView, Color.CornflowerBlue);
// 🔥 绑定着色器和顶点缓冲区
device.ImmediateContext.InputAssembler.InputLayout = inputLayout;
device.ImmediateContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
device.ImmediateContext.InputAssembler.SetVertexBuffers(
0,
new VertexBufferBinding(vertexBuffer, Utilities.SizeOf<Vertex>(), 0)
);
device.ImmediateContext.VertexShader.Set(vertexShader);
device.ImmediateContext.PixelShader.Set(pixelShader);
// 🔥 绘制三角形
device.ImmediateContext.Draw(3, 0);
}
效果:一个彩色三角形!
3. 高级渲染:让画面“帅到飞起”!
目标:用C#实现多采样抗锯齿(MSAA)和纹理映射!
3.1 启用多采样抗锯齿
// 🔥 修改SwapChain描述
var desc = new SwapChainDescription {
// ... 其他参数保持不变 ...
SampleDescription = new SampleDescription(4, 0) // 4x MSAA
};
// 🔥 渲染时启用多采样
device.ImmediateContext.OutputMerger.SetTargets(depthStencilView, renderTargetView);
3.2 加载并绑定纹理
// 🔥 加载纹理文件
var texture = Texture2D.FromFile(device, "texture.png");
var shaderResourceView = new ShaderResourceView(device, texture);
// 🔥 着色器中采样纹理
// 在PixelShader.hlsl中添加:
Texture2D myTexture : register(t0);
SamplerState mySampler : register(s0);
float4 main(PS_INPUT input) : SV_Target {
return myTexture.Sample(mySampler, input.TexCoord);
}
// 🔥 C#中绑定纹理
device.ImmediateContext.PixelShader.SetShaderResource(0, shaderResourceView);
device.ImmediateContext.PixelShader.SetSampler(0, new SamplerState(device, SamplerDescription.Default));
4. 光线追踪:让光影“真实到爆炸”!
目标:用C#实现DXR 1.2光线追踪!
4.1 初始化光线追踪资源
// 🔥 创建光线追踪设备
var raytracingTier = device.CheckFeatureSupport<Direct3D11.FeatureDataD3D11Options4>().ShaderModel >= 6;
if (!raytracingTier) throw new Exception("Your GPU doesn't support DXR!");
// 🔥 创建光线加速结构(BLAS/TLAS)
var blasDesc = new AccelerationStructureDescription {
Flags = AccelerationStructureFlags.AllowUpdate,
Instances = new[] { /* ... */ },
Geometry = new[] { /* ... */ }
};
var blas = new AccelerationStructure(device, blasDesc);
// 🔥 创建光线着色器
var rayGenShader = ShaderBytecode.Compile(
Properties.Resources.RayGenShader,
"RayGen", "lib_6_6", ShaderFlags.None
);
4.2 编写光线着色器代码
// RayGen.hlsl
RWStructuredBuffer<float4> OutputBuffer : register(u0);
RaytracingAccelerationStructure TopLevelAS : register(t0);
[numthreads(64, 1, 1)]
void RayGen() {
// 🔥 发射光线并计算颜色
// ... 具体实现省略(懒人模式开启!) ...
OutputBuffer[DispatchRaysIndex().xy] = float4(1.0f, 0.0f, 0.0f, 1.0f); // 红色!
}
4.3 执行光线追踪
// 🔥 执行光线追踪
var dispatchWidth = (int)Math.Ceiling((float)swapChain.BufferDescription.Width / 8);
var dispatchHeight = (int)Math.Ceiling((float)swapChain.BufferDescription.Height / 4);
device.ImmediateContext.DispatchRays(
rayGenShader,
new RaytracingShaderTableShaderBindingTable(),
dispatchWidth, dispatchHeight, 1
);
5. 性能优化:让帧率“冲上云霄”!
目标:用C#实现多线程渲染与内存管理!
5.1 多线程命令队列
// 🔥 创建多线程设备
var deviceMultithread = new DeviceMultithread(device);
var commandList = new CommandList(device);
// 🔥 在后台线程提交命令
Task.Run(() => {
commandList.ResourceBarrier(
ResourceStates.Common,
ResourceStates.RenderTarget
);
commandList.Close();
device.ImmediateContext.ExecuteCommandList(commandList);
});
5.2 智能资源管理
// 🔥 使用资源池避免频繁分配
class ResourcePool<T> where T : class {
private readonly Stack<T> freeResources = new();
public T Get() {
return freeResources.Count > 0 ? freeResources.Pop() : CreateNew();
}
private T CreateNew() {
// 🔥 根据类型创建新资源
return new T(); // 省略具体实现(懒人模式开启!)
}
public void Return(T resource) {
freeResources.Push(resource);
}
}
对比表格:关键步骤“实力榜”
步骤 | 技术点 | 作用 |
---|---|---|
1 | SharpDX + C# | 快速搭建DirectX开发环境 |
2 | 顶点缓冲区 + 着色器 | 基础图形渲染 |
3 | MSAA + 纹理映射 | 提升画面质量 |
4 | DXR 1.2光线追踪 | 实现逼真光影效果 |
5 | 多线程 + 资源池 | 极致性能优化 |
FAQ:常见问题解答
Q:为什么三角形显示为“诡异的色块”?
A:检查着色器编译错误!
// 修改ShaderBytecode.Compile参数
var vertexShaderBytecode = ShaderBytecode.Compile(
Properties.Resources.VertexShader,
"main", "vs_5_0", ShaderFlags.None,
out var errorMessages // 添加错误检查!
);
if (!string.IsNullOrEmpty(errorMessages)) {
Console.WriteLine(errorMessages);
}
Q:光线追踪为什么“黑屏”?
A:确保显卡支持DXR 1.2!
// 检查硬件支持
var featureLevel = device.FeatureLevel;
if (featureLevel < FeatureLevel.Level_11_0) {
throw new Exception("Your GPU is too old for DXR!");
}
Q:如何实现“动态分辨率”?
A:用SharpDX调整SwapChain!
// 修改窗口大小后:
swapChain.ResizeBuffers(
2, window.Width, window.Height, Format.R8G8B8A8_UNorm, SwapChainFlags.AllowModeSwitch
);
如何用C#让DirectX“不卡不卡”?
- 新手必做:先用SharpDX绘制基础图形,再添加纹理和抗锯齿!
- 进阶玩家:用光线追踪实现“电影级光影”!
- 终极方案:多线程渲染+资源池,帧率直接起飞!