C# 将 UserControl 添加到 TabControl 然后使用 SharpDX 渲染
C# Add UserControl to TabControl then rendering with SharpDX
如标题所述,我将 UserControl 添加到 TabControl。这很好用。但是当我开始使用 SharpDX.Direct3D11 渲染到这个 UserControl 时,选项卡消失了。
我试图让它尽可能简单,以使控件正常工作。我用来呈现给控件的代码来自提供的示例。
当我在提供的解决方案中构建 "MiniCube" 示例时,它正在运行。
这是我用来渲染的代码:
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Drawing;
using System.Data;
using System.Diagnostics;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using SDX = SharpDX;
using SharpDX.D3DCompiler;
using SharpDX.Direct3D;
using SharpDX.Direct3D11;
using SharpDX.DXGI;
using SharpDX.Windows;
using Buffer = SharpDX.Direct3D11.Buffer;
using Device = SharpDX.Direct3D11.Device;
using OpenTK;
namespace mynamespace.SharpDX
{
public class SharpDXRenderManager
{
private UserControl renderTarget;
public SharpDXRenderManager(UserControl renderTarget)
{
this.renderTarget = renderTarget;
}
public void Render()
{
var desc = new SDX.DXGI.SwapChainDescription()
{
BufferCount = 1,
ModeDescription = new SDX.DXGI.ModeDescription(this.renderTarget.ClientSize.Width, this.renderTarget.ClientSize.Height, new SDX.DXGI.Rational(60, 1), Format.R8G8B8A8_UNorm),
IsWindowed = true,
OutputHandle = this.renderTarget.Handle,
SampleDescription = new SampleDescription(1, 0),
SwapEffect = SwapEffect.Discard,
Usage = Usage.RenderTargetOutput
};
Device device;
SwapChain swapChain;
Device.CreateWithSwapChain(SDX.Direct3D.DriverType.Hardware, SDX.Direct3D11.DeviceCreationFlags.Debug, desc, out device, out swapChain);
var context = device.ImmediateContext;
var factory = swapChain.GetParent<Factory>();
factory.MakeWindowAssociation(this.renderTarget.Handle, WindowAssociationFlags.IgnoreAll);
var vertexShaderByteCode = SDX.D3DCompiler.ShaderBytecode.CompileFromFile(mypath, "VS", "vs_4_0");
var vertexShader = new SDX.Direct3D11.VertexShader(device, vertexShaderByteCode);
var pixelShaderByteCode = SDX.D3DCompiler.ShaderBytecode.CompileFromFile(mypath, "PS", "ps_4_0");
var pixelShader = new SDX.Direct3D11.PixelShader(device, pixelShaderByteCode);
var signature = SDX.D3DCompiler.ShaderSignature.GetInputSignature(vertexShaderByteCode);
var layout = new SDX.Direct3D11.InputLayout(device, signature, new[]
{
new SDX.Direct3D11.InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
new SDX.Direct3D11.InputElement("COLOR", 0, Format.R32G32B32A32_Float, 16, 0)
});
var vertices = Buffer.Create(device, SDX.Direct3D11.BindFlags.VertexBuffer, new[]
{
new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), // Front
new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
new Vector4( 1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
new Vector4( 1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
new Vector4( 1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), // BACK
new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
new Vector4( 1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), // Top
new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
new Vector4( 1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
new Vector4(-1.0f,-1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), // Bottom
new Vector4( 1.0f,-1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
new Vector4(-1.0f,-1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
new Vector4(-1.0f,-1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
new Vector4( 1.0f,-1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
new Vector4( 1.0f,-1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), // Left
new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
new Vector4( 1.0f, -1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), // Right
new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
new Vector4( 1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
new Vector4( 1.0f, -1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
new Vector4( 1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
});
var contantBuffer = new Buffer(device, SDX.Utilities.SizeOf<Matrix4>(), SDX.Direct3D11.ResourceUsage.Default, SDX.Direct3D11.BindFlags.ConstantBuffer, SDX.Direct3D11.CpuAccessFlags.None, SDX.Direct3D11.ResourceOptionFlags.None, 0);
context.InputAssembler.InputLayout = layout;
context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, SDX.Utilities.SizeOf<Vector4>() * 2, 0));
context.VertexShader.SetConstantBuffer(0, contantBuffer);
context.VertexShader.Set(vertexShader);
context.PixelShader.Set(pixelShader);
var view = Matrix4.LookAt(new Vector3(0, 0, -5), new Vector3(0, 0, 0), Vector3.UnitY);
var proj = Matrix4.Identity;
var clock = new Stopwatch();
clock.Start();
bool userResized = true;
Texture2D backBuffer = null;
RenderTargetView renderView = null;
Texture2D depthBuffer = null;
DepthStencilView depthView = null;
this.renderTarget.Resize += (sender, args) => userResized = true;
RenderLoop.Run(this.renderTarget, () =>
{
if (userResized)
{
SDX.Utilities.Dispose(ref backBuffer);
SDX.Utilities.Dispose(ref renderView);
SDX.Utilities.Dispose(ref depthBuffer);
SDX.Utilities.Dispose(ref depthView);
swapChain.ResizeBuffers(desc.BufferCount, this.renderTarget.ClientSize.Width, renderTarget.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.renderTarget.ClientSize.Width,
Height = this.renderTarget.ClientSize.Height,
SampleDescription = new SampleDescription(1, 0),
Usage = ResourceUsage.Default,
BindFlags = BindFlags.DepthStencil,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None
});
depthView = new DepthStencilView(device, depthBuffer);
context.Rasterizer.SetViewport(0f, 0f, this.renderTarget.ClientSize.Width, this.renderTarget.ClientSize.Height, 0f, 1f);
context.OutputMerger.SetTargets(depthView, renderView);
proj = Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 4, this.renderTarget.ClientSize.Width / (float)this.renderTarget.ClientSize.Height, 0.1f, 100f);
userResized = false;
}
var time = clock.ElapsedMilliseconds / 1000f;
var viewProj = Matrix4.Mult(view, proj);
context.ClearDepthStencilView(depthView, DepthStencilClearFlags.Depth, 1f, 0);
context.ClearRenderTargetView(renderView, new SDX.Mathematics.Interop.RawColor4(255f, 255f, 255f, 255f));
var worldViewProj = Matrix4.CreateRotationX(time) * Matrix4.CreateRotationY(time * 2f) * Matrix4.CreateRotationZ(time * 0.7f) * viewProj;
worldViewProj.Transpose();
context.UpdateSubresource(ref worldViewProj, contantBuffer);
swapChain.Present(0, PresentFlags.None);
});
signature.Dispose();
vertexShaderByteCode.Dispose();
vertexShader.Dispose();
pixelShaderByteCode.Dispose();
pixelShader.Dispose();
vertices.Dispose();
layout.Dispose();
contantBuffer.Dispose();
depthBuffer.Dispose();
depthView.Dispose();
renderView.Dispose();
backBuffer.Dispose();
context.ClearState();
context.Flush();
device.Dispose();
context.Dispose();
swapChain.Dispose();
factory.Dispose();
}
}
}
我没有收到任何异常或其他任何信息。选项卡就消失了,仅此而已。据我所知,代码是 运行,这是我在调试会话中检查过的。
SharpDXRenderManager 仅从 UserControl 本身调用,此处代码:
public partial class Planner : UserControl
{
private SharpDXRenderManager renderManager;
public Planner()
{
InitializeComponent();
renderManager = new SharpDXRenderManager(this);
renderManager.Render();
}
}
问题是我在初始化后立即开始了渲染过程。我通过调用 OnLoad(EventArgs e) 事件中的 Render() 方法解决了这个问题。
如标题所述,我将 UserControl 添加到 TabControl。这很好用。但是当我开始使用 SharpDX.Direct3D11 渲染到这个 UserControl 时,选项卡消失了。
我试图让它尽可能简单,以使控件正常工作。我用来呈现给控件的代码来自提供的示例。 当我在提供的解决方案中构建 "MiniCube" 示例时,它正在运行。
这是我用来渲染的代码:
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Drawing;
using System.Data;
using System.Diagnostics;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using SDX = SharpDX;
using SharpDX.D3DCompiler;
using SharpDX.Direct3D;
using SharpDX.Direct3D11;
using SharpDX.DXGI;
using SharpDX.Windows;
using Buffer = SharpDX.Direct3D11.Buffer;
using Device = SharpDX.Direct3D11.Device;
using OpenTK;
namespace mynamespace.SharpDX
{
public class SharpDXRenderManager
{
private UserControl renderTarget;
public SharpDXRenderManager(UserControl renderTarget)
{
this.renderTarget = renderTarget;
}
public void Render()
{
var desc = new SDX.DXGI.SwapChainDescription()
{
BufferCount = 1,
ModeDescription = new SDX.DXGI.ModeDescription(this.renderTarget.ClientSize.Width, this.renderTarget.ClientSize.Height, new SDX.DXGI.Rational(60, 1), Format.R8G8B8A8_UNorm),
IsWindowed = true,
OutputHandle = this.renderTarget.Handle,
SampleDescription = new SampleDescription(1, 0),
SwapEffect = SwapEffect.Discard,
Usage = Usage.RenderTargetOutput
};
Device device;
SwapChain swapChain;
Device.CreateWithSwapChain(SDX.Direct3D.DriverType.Hardware, SDX.Direct3D11.DeviceCreationFlags.Debug, desc, out device, out swapChain);
var context = device.ImmediateContext;
var factory = swapChain.GetParent<Factory>();
factory.MakeWindowAssociation(this.renderTarget.Handle, WindowAssociationFlags.IgnoreAll);
var vertexShaderByteCode = SDX.D3DCompiler.ShaderBytecode.CompileFromFile(mypath, "VS", "vs_4_0");
var vertexShader = new SDX.Direct3D11.VertexShader(device, vertexShaderByteCode);
var pixelShaderByteCode = SDX.D3DCompiler.ShaderBytecode.CompileFromFile(mypath, "PS", "ps_4_0");
var pixelShader = new SDX.Direct3D11.PixelShader(device, pixelShaderByteCode);
var signature = SDX.D3DCompiler.ShaderSignature.GetInputSignature(vertexShaderByteCode);
var layout = new SDX.Direct3D11.InputLayout(device, signature, new[]
{
new SDX.Direct3D11.InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
new SDX.Direct3D11.InputElement("COLOR", 0, Format.R32G32B32A32_Float, 16, 0)
});
var vertices = Buffer.Create(device, SDX.Direct3D11.BindFlags.VertexBuffer, new[]
{
new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), // Front
new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
new Vector4( 1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
new Vector4( 1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
new Vector4( 1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), // BACK
new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
new Vector4( 1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), // Top
new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
new Vector4( 1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
new Vector4(-1.0f,-1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), // Bottom
new Vector4( 1.0f,-1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
new Vector4(-1.0f,-1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
new Vector4(-1.0f,-1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
new Vector4( 1.0f,-1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
new Vector4( 1.0f,-1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), // Left
new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
new Vector4( 1.0f, -1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), // Right
new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
new Vector4( 1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
new Vector4( 1.0f, -1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
new Vector4( 1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
new Vector4( 1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
});
var contantBuffer = new Buffer(device, SDX.Utilities.SizeOf<Matrix4>(), SDX.Direct3D11.ResourceUsage.Default, SDX.Direct3D11.BindFlags.ConstantBuffer, SDX.Direct3D11.CpuAccessFlags.None, SDX.Direct3D11.ResourceOptionFlags.None, 0);
context.InputAssembler.InputLayout = layout;
context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, SDX.Utilities.SizeOf<Vector4>() * 2, 0));
context.VertexShader.SetConstantBuffer(0, contantBuffer);
context.VertexShader.Set(vertexShader);
context.PixelShader.Set(pixelShader);
var view = Matrix4.LookAt(new Vector3(0, 0, -5), new Vector3(0, 0, 0), Vector3.UnitY);
var proj = Matrix4.Identity;
var clock = new Stopwatch();
clock.Start();
bool userResized = true;
Texture2D backBuffer = null;
RenderTargetView renderView = null;
Texture2D depthBuffer = null;
DepthStencilView depthView = null;
this.renderTarget.Resize += (sender, args) => userResized = true;
RenderLoop.Run(this.renderTarget, () =>
{
if (userResized)
{
SDX.Utilities.Dispose(ref backBuffer);
SDX.Utilities.Dispose(ref renderView);
SDX.Utilities.Dispose(ref depthBuffer);
SDX.Utilities.Dispose(ref depthView);
swapChain.ResizeBuffers(desc.BufferCount, this.renderTarget.ClientSize.Width, renderTarget.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.renderTarget.ClientSize.Width,
Height = this.renderTarget.ClientSize.Height,
SampleDescription = new SampleDescription(1, 0),
Usage = ResourceUsage.Default,
BindFlags = BindFlags.DepthStencil,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None
});
depthView = new DepthStencilView(device, depthBuffer);
context.Rasterizer.SetViewport(0f, 0f, this.renderTarget.ClientSize.Width, this.renderTarget.ClientSize.Height, 0f, 1f);
context.OutputMerger.SetTargets(depthView, renderView);
proj = Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 4, this.renderTarget.ClientSize.Width / (float)this.renderTarget.ClientSize.Height, 0.1f, 100f);
userResized = false;
}
var time = clock.ElapsedMilliseconds / 1000f;
var viewProj = Matrix4.Mult(view, proj);
context.ClearDepthStencilView(depthView, DepthStencilClearFlags.Depth, 1f, 0);
context.ClearRenderTargetView(renderView, new SDX.Mathematics.Interop.RawColor4(255f, 255f, 255f, 255f));
var worldViewProj = Matrix4.CreateRotationX(time) * Matrix4.CreateRotationY(time * 2f) * Matrix4.CreateRotationZ(time * 0.7f) * viewProj;
worldViewProj.Transpose();
context.UpdateSubresource(ref worldViewProj, contantBuffer);
swapChain.Present(0, PresentFlags.None);
});
signature.Dispose();
vertexShaderByteCode.Dispose();
vertexShader.Dispose();
pixelShaderByteCode.Dispose();
pixelShader.Dispose();
vertices.Dispose();
layout.Dispose();
contantBuffer.Dispose();
depthBuffer.Dispose();
depthView.Dispose();
renderView.Dispose();
backBuffer.Dispose();
context.ClearState();
context.Flush();
device.Dispose();
context.Dispose();
swapChain.Dispose();
factory.Dispose();
}
}
}
我没有收到任何异常或其他任何信息。选项卡就消失了,仅此而已。据我所知,代码是 运行,这是我在调试会话中检查过的。
SharpDXRenderManager 仅从 UserControl 本身调用,此处代码:
public partial class Planner : UserControl
{
private SharpDXRenderManager renderManager;
public Planner()
{
InitializeComponent();
renderManager = new SharpDXRenderManager(this);
renderManager.Render();
}
}
问题是我在初始化后立即开始了渲染过程。我通过调用 OnLoad(EventArgs e) 事件中的 Render() 方法解决了这个问题。