5步用C#驯服DirectX:为什么你的游戏还在卡成PPT?

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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
1SharpDX + 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
3MSAA + 纹理映射提升画面质量
4DXR 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!
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