Integrating AvaloniaUI with D3D11
생성일: 2024년 10월 10일
답변에 사용된 모델 OpenAI 01 Preview by OpenAI01
생성일: 2024년 10월 10일
답변에 사용된 모델 OpenAI 01 Preview by OpenAI01
Integrieren von AvaloniaUI
Übersetzen die Anforderung, AvaloniaUI in eine 3D-Anwendung auf D3D11-Basis einzubinden, um benutzerdefinierte Fenster direkt innerhalb des Zeichenbereichs der SwapChain darzustellen.
Integrating UI-Frameworks
Es geht darum, Avalonia UI in eine D3D11-Anwendung zu integrieren, indem Avalonias Rendering in den vorhandenen D3D11-Rendering-Pipeline eingebunden wird.
Überlegen von Integrationsmöglichkeiten
Ich denke darüber nach, wie AvaloniaUI in den D3D11-Rendering-Pipeline integriert werden kann. Es könnte hilfreich sein, AvaloniaUI als Textur in die D3D11-Szene zu rendern oder direkt auf die D3D11-Oberfläche zu rendern.
Integrating mit AvaloniaUI
AvaloniaUI in D3D11 zu integrieren, um benutzerdefinierte UI-Elemente direkt in den Swap-Chain zu rendern, bedarf einer Verbindung zwischen Avalonia's Rendering-Pipeline und Direct3D 11.
Integrieren und anpassen
Avalonias Rendering-Schleife in die Anwendungs-Renderschleife einbinden, manuell UI-Steuerelemente rendern und Avalonias Direct2D1-Backend für D3D11-Oberfläche nutzen.
Integration mit Windows
Ich schaue mir die Windows-Spezifischen APIs an, um UI-Elemente direkt mit Direct3D zu kombinieren. Das Erfordert Änderungen und ist ideal, wenn ich auf UWP oder WinUI wechsele. Eingabeverarbeitung und Threading müssen beachtet werden.
Entwicklungsansatz
Ich dachte darüber nach, Avalonia im headless-Modus zu initialisieren, ein Steuerungsgerät zu erstellen und es auf ein RenderTargetBitmap zu rendern, um Pixel-Daten zu extrahieren. Diese Daten lasse ich dann auf eine D3D11-Textur aktualisieren.
Gemeinschaft umarmen
Ich denke darüber nach, wie das Suchen nach Unterstützung in der Avalonia-Community auf GitHub oder in Foren hilfreich sein könnte. Anderen Integrationen könnten ähnliche Herausforderungen gemeistert haben.
Integrating AvaloniaUI into a Direct3D 11 (D3D11) application involves bridging two different rendering systems. Since you have access to the swap chain and rendering device, you can render Avalonia UI elements onto a texture and then display that texture within your D3D11 scene. Below are detailed steps and considerations to achieve this integration.
a. Initialize Avalonia in Off-Screen Mode
Since you don't need a traditional window for Avalonia, you can initialize it in a headless mode:
AppBuilder.Configure<App>() .UsePlatformDetect() .SetupWithoutStarting();
b. Create Your Avalonia UI Content
Create the Avalonia controls or user interface you want to render:
var myAvaloniaControl = new MyCustomControl { Width = desiredWidth, Height = desiredHeight };
c. Render to a RenderTargetBitmap
Use RenderTargetBitmap
to render the Avalonia UI into a bitmap:
var pixelSize = new PixelSize((int)myAvaloniaControl.Width, (int)myAvaloniaControl.Height); var dpi = new Vector(96, 96); // Adjust DPI as needed var renderTarget = new RenderTargetBitmap(pixelSize, dpi); await renderTarget.RenderAsync(myAvaloniaControl);
d. Extract Pixel Data
Get the pixel data from the rendered bitmap:
var pixelData = renderTarget.GetPixels();
a. Create a D3D11 Texture
Create a D3D11 texture that matches the dimensions and format of the Avalonia-rendered bitmap:
Texture2DDescription textureDesc = new Texture2DDescription { Width = (int)myAvaloniaControl.Width, Height = (int)myAvaloniaControl.Height, MipLevels = 1, ArraySize = 1, Format = Format.B8G8R8A8_UNorm, SampleDescription = new SampleDescription(1, 0), Usage = ResourceUsage.Default, BindFlags = BindFlags.ShaderResource, CpuAccessFlags = CpuAccessFlags.None, OptionFlags = ResourceOptionFlags.None }; var texture = new Texture2D(device, textureDesc);
b. Update the Texture with Pixel Data
Copy the pixel data into the D3D11 texture:
DataBox dataBox = new DataBox( DataPointer: Marshal.UnsafeAddrOfPinnedArrayElement(pixelData.ToArray(), 0), RowPitch: pixelSize.Width * 4, SlicePitch: 0 ); deviceContext.UpdateSubresource(dataBox, texture, 0);
c. Create a Shader Resource View
Create a shader resource view to use the texture in shaders:
var shaderResourceView = new ShaderResourceView(device, texture);
a. Set Up Shaders
Ensure you have a pixel shader and vertex shader that can render a textured quad.
b. Render a Quad with the Avalonia Texture
Draw a screen-aligned quad and map the shader resource view to it:
deviceContext.PixelShader.SetShaderResource(0, shaderResourceView); // Draw the quad
To make the UI interactive, you'll need to handle input events:
Example:
void OnMouseMoved(int x, int y) { var point = new Point(x, y); myAvaloniaControl.RaiseEvent(new PointerEventArgs { RoutedEvent = InputElement.PointerMovedEvent, Device = mouseDevice, Timestamp = stopwatch.ElapsedMilliseconds, Root = myAvaloniaControl, Position = point }); }
Ensure that Avalonia's rendering loop is synchronized with your application's rendering loop:
a. Direct Rendering with Direct2D
Since Avalonia can use Direct2D for rendering, you might render directly onto a D3D11 texture:
b. Use Composition APIs (Windows Only)
Leverage Windows Composition APIs to overlay Avalonia UI elements over D3D content.
// Initialization AppBuilder.Configure<App>() .UseDirect2D1() .SetupWithoutStarting(); var control = new MyControl(); var dpi = new Vector(96, 96); var pixelSize = new PixelSize(width, height); var renderTargetBitmap = new RenderTargetBitmap(pixelSize, dpi); await renderTargetBitmap.RenderAsync(control); var pixels = renderTargetBitmap.GetPixels(); IntPtr pixelPtr = Marshal.UnsafeAddrOfPinnedArrayElement(pixels.ToArray(), 0); // Create D3D11 Texture // ... (as shown earlier) // Update Texture with Avalonia UI deviceContext.UpdateSubresource(new DataBox(pixelPtr, rowPitch, 0), texture, 0); // Render in D3D11 // ... (as shown earlier)
Integrating AvaloniaUI into a D3D11 application involves rendering the UI to a texture and displaying it within your 3D scene. While this process can be complex, especially regarding input handling and rendering synchronization, it provides a powerful way to overlay sophisticated UI elements onto your simulation. Be prepared to delve into both Avalonia's and Direct3D's rendering pipelines and manage the interaction between them carefully.
If you need further assistance or have questions about specific steps, feel free to ask!