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Game Dev Samples
using System;
using SharpDX;
using SharpDX.Direct2D1;
using SharpDX.Direct3D10;
using SharpDX.DirectWrite;
using SharpDX.DXGI;
using SharpDX.Windows;
using AlphaMode = SharpDX.Direct2D1.AlphaMode;
using Device1 = SharpDX.Direct3D10.Device1;
using DriverType = SharpDX.Direct3D10.DriverType;
using Factory = SharpDX.DXGI.Factory;
using FeatureLevel = SharpDX.Direct3D10.FeatureLevel;
using Resource = SharpDX.Direct3D10.Resource;
namespace SharpDx1
class HelloWorld
public static void Main()
var app = new HelloWorld();
private void Run()
var form = new RenderForm("SharpDX : Hello World");
form.Width = 300;
form.Height = 200;
// So, this swap chain seems to be some kind of buffer manager.
// You render into a buffer and then swap that onto the primary
// surface once you're finished drawing the picture, and this
// prevents flickering.
var description = new SwapChainDescription
BufferCount = 1,
ModeDescription = new ModeDescription(form.ClientSize.Width, form.ClientSize.Height, new Rational(60, 1), Format.R8G8B8A8_UNorm),
IsWindowed = true, // I think this tells the swap chain to render to a window, and not to the whole screen
OutputHandle = form.Handle, // This tells the swap chain what window to render to (requires IsWindowed = true)
SampleDescription = new SampleDescription(1, 0), // No idea what this is for (yet)
SwapEffect = SwapEffect.Discard, // The docs seem to indicate that this value will cause the pixels in the buffer to be discarded after use
Usage = Usage.RenderTargetOutput
Device1 device;
SwapChain swapChain;
// This would seem to create the device we're going to render to, linking the swap chain
// to the device in the process.
out device, out swapChain);
// This is used for the lifetime of the Direct2D app to create resources used by the app
var d2dFactory = new SharpDX.Direct2D1.Factory();
// It seems we need a different kind of factory for accessing DirectWrite resources
var writeFactory = new SharpDX.DirectWrite.Factory();
var width = form.ClientSize.Width;
var height = form.ClientSize.Height;
// Allows DXGI to monitor the window and ignore any events we don't want (e.g. switching to
// full screen with ALT-ENTER)
var factory = swapChain.GetParent<Factory>();
factory.MakeWindowAssociation(form.Handle, WindowAssociationFlags.IgnoreAll);
// Now we get a texture object (like we did in MonoGame!) from the swap chain
var backBuffer = Resource.FromSwapChain<Texture2D>(swapChain, 0);
// This doesn't seem to get used after this, other than for disposing, which suggests to
// me that we're providing something to either the device, the back buffer, or both, and
// doing so in order to be able to control the cleanup process later.
var renderView = new RenderTargetView(device, backBuffer);
// I think this is getting some sort of low level object that provides an interface between
// the actual memory used by the back buffer and an object which will do the actual drawing
var surface = backBuffer.QueryInterface<Surface>();
// In reference to the previous comment, this would be the object that does the actual
// drawing to the back buffer. I'm not really sure about the pixel format stuff, I'll have
// to learn more about that in a future exercise.
var d2dRenderTarget = new RenderTarget(d2dFactory, surface,
new RenderTargetProperties(new PixelFormat(Format.Unknown, AlphaMode.Premultiplied)));
var brush = new SolidColorBrush(d2dRenderTarget, Color.White);
var rand = new Random();
RenderLoop.Run(form, () =>
// So, here we draw some stuff onto the back buffer
for (var i = 0; i < 100; i++)
var x = rand.Next(width - 1);
var y = rand.Next(height - 1);
d2dRenderTarget.DrawLine(new Vector2(x, y), new Vector2(x + 1, y + 1), brush);
d2dRenderTarget.DrawText("Hello again,\r\nworld!", new TextFormat(writeFactory, "Consolas", 30f), new RectangleF(20, 20, 500, 100), brush);
// ... and here we flip the buffer onto the actual window
swapChain.Present(0, PresentFlags.None);
// Release all resources
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