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kireita
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Joined: 06 Jan 2021, 20:18
Location: The Netherlands
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Unigine C# integration

10 Jan 2021, 15:38

Hola/Hello there

i am trying to integrate NoesisGUI with Unigine but i am failing miserably, i tried looking at the unoficial unigine+noesis integration of C++ and the DirectX integration, but i have not been able to get it working because of my lack of knowledge.

i have only been able to import the libraries and initialize it but after that i dont know how to render it or show it on screen.

i created a simple component called GUI.cs and made a button, then i try to place all the NOESIS code and it all goes well but i cannot make it render on screen.
using System;
using System.Collections;
using System.Collections.Generic;
using Unigine;
using Noesis;
using NoesisApp;
using NoesisGUIExtensions;

[Component(PropertyGuid = "97d16d320d756ae924bf3734ae37790300c24a86")]
public class GUI : Component
{
    [ShowInEditor]
    [Parameter(Tooltip = "The GUI")]
    private ObjectGui lui = null;

    public int x = 250;
    public int y = 50;
    public int width = 100;
    public int height = 50;
    public string text = "Press Me";
    public int fontSize = 16;

    private WidgetButton button = null;

    private void Init()
    {
        Gui gui = Gui.Get();

        // create button
        button = new WidgetButton(gui, text);
        button.SetPosition(x, y);
        button.Width = width;
        button.Height = height;
        button.FontSize = fontSize;
        button.AddCallback(Gui.CALLBACK_INDEX.CLICKED, () => Unigine.Console.OnscreenMessageLine("Button Clicked!"));

        // add button to current gui
        gui.AddChild(button, Gui.ALIGN_OVERLAP);

        Unigine.Console.Onscreen = true;

        Unigine.Console.Message("----------NOESISGUI----------\n");

        Noesis.Log.SetLogCallback((level, channel, message) =>
        {
            if (channel == "")
            {
                // [TRACE] [DEBUG] [INFO] [WARNING] [ERROR]
                string[] prefixes = new string[] { "T", "D", "I", "W", "E" };
                string prefix = (int)level < prefixes.Length ? prefixes[(int)level] : " ";
                Unigine.Console.WriteLine("[NOESIS/" + prefix + "] " + message);
            }
        });

        // Noesis initialization. This must be the first step before using any NoesisGUI functionality
        Noesis.GUI.Init("LICENSE_NAME", "LICENSE_KEY");

        // Setup theme
        NoesisApp.Application.SetThemeProviders();
        Noesis.GUI.LoadApplicationResources("Theme/NoesisTheme.DarkBlue.xaml");

        // For simplicity purposes we are not using resource providers in this sample. ParseXaml() is
        // enough if there is no extra XAML dependencies
        Noesis.Grid xaml = (Noesis.Grid)Noesis.GUI.ParseXaml(@"
                <Grid xmlns=""http://schemas.microsoft.com/winfx/2006/xaml/presentation"">
                    <Grid.Background>
                        <LinearGradientBrush StartPoint=""0,0"" EndPoint=""0,1"">
                            <GradientStop Offset=""0"" Color=""#FF123F61""/>
                            <GradientStop Offset=""0.6"" Color=""#FF0E4B79""/>
                            <GradientStop Offset=""0.7"" Color=""#FF106097""/>
                        </LinearGradientBrush>
                    </Grid.Background>
                    <Viewbox>
                        <StackPanel Margin=""50"">
                            <Button Content=""Hello World!"" Margin=""0,30,0,0""/>
                            <Rectangle Height=""5"" Margin=""-10,20,-10,0"">
                                <Rectangle.Fill>
                                    <RadialGradientBrush>
                                        <GradientStop Offset=""0"" Color=""#40000000""/>
                                        <GradientStop Offset=""1"" Color=""#00000000""/>
                                    </RadialGradientBrush>
                                </Rectangle.Fill>
                            </Rectangle>
                        </StackPanel>
                    </Viewbox>
                </Grid>");

        // View creation to render and interact with the user interface
        // We transfer the ownership to a global pointer instead of a Ptr<> because there is no way
        // in GLUT to do shutdown and we don't want the Ptr<> to be released at global time
        Noesis.View view = Noesis.GUI.CreateView(xaml);
        view.SetFlags(Noesis.RenderFlags.PPAA | Noesis.RenderFlags.LCD);
        view.SetSize(gui.Width, gui.Height);
    }

    private void Update()
    {
    }

    private void Shutdown()
    {
        // remove button from current gui
        Gui.Get().RemoveChild(button);

        Unigine.Console.Onscreen = false;
    }
}
i use the code from this example: https://github.com/Noesis/Tutorials/blo ... Program.cs

but i cannot get past line 70 i understand it expects me to include the DX11 libraries so i can define these:
  • SwapChainDescription
  • Device
  • SwapChain
  • Factory
but when i compare it to the c++ integration it does not define all these parameters. so i am lost as to where i should look for to make it work
           // Creation of the system window
            RenderForm form = new RenderForm("NoesisGUI - IntegrationSharpDX D3D11")
            {
                Width = 1000,
                Height = 600,
                Icon = new System.Drawing.Icon("Noesis.ico")
            };
            view.SetSize(form.ClientSize.Width, form.ClientSize.Height);

            // SwapChain description
            SwapChainDescription desc = new SwapChainDescription()
            {
                BufferCount = 1,
                ModeDescription = new ModeDescription(form.ClientSize.Width, form.ClientSize.Height,
                    new Rational(60, 1), Format.R8G8B8A8_UNorm),
                IsWindowed = true,
                OutputHandle = form.Handle,
                SampleDescription = new SampleDescription(1, 0),
                SwapEffect = SwapEffect.Discard,
                Usage = Usage.RenderTargetOutput
            };

            // Create Device and SwapChain
            Device device;
            SwapChain swapChain;
            Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, desc, out device, out swapChain);
            DeviceContext context = device.ImmediateContext;

            Factory factory = swapChain.GetParent<Factory>();
            factory.MakeWindowAssociation(form.Handle, WindowAssociationFlags.IgnoreAll);
            factory.Dispose();

            // Renderer initialization with a Direct3D11 device
            view.Renderer.Init(new Noesis.RenderDeviceD3D11(context.NativePointer));

            // New RenderTargetView from the backbuffer
            Texture2D backBuffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
            RenderTargetView renderView = new RenderTargetView(device, backBuffer);
            backBuffer.Dispose();

            // Register window events
            form.SizeChanged += (s, e) =>
            {
                context.OutputMerger.SetRenderTargets(null, (RenderTargetView)null);
                renderView.Dispose();

                swapChain.ResizeBuffers(0, 0, 0, Format.Unknown, SwapChainFlags.None);

                backBuffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
                renderView = new RenderTargetView(device, backBuffer);
                backBuffer.Dispose();

                view.SetSize(form.ClientSize.Width, form.ClientSize.Height);
            };
            form.MouseMove += (s, e) => { view.MouseMove(e.X, e.Y); };
            form.MouseDown += (s, e) =>
            {
                if (e.Button == MouseButtons.Left)
                {
                    view.MouseButtonDown(e.X, e.Y, Noesis.MouseButton.Left);
                }
            };
            form.MouseUp += (s, e) =>
            {
                if (e.Button == MouseButtons.Left)
                {
                    view.MouseButtonUp(e.X, e.Y, Noesis.MouseButton.Left);
                }
            };

            // Main loop
            DateTime start = DateTime.Now;
            RenderLoop.Run(form, () =>
            {
                // Update view (layout, animations, ...)
                view.Update((DateTime.Now - start).TotalSeconds);

                // Offscreen rendering phase populates textures needed by the on-screen rendering
                view.Renderer.UpdateRenderTree();
                view.Renderer.RenderOffscreen();

                // If you are going to render here with your own engine you need to restore the GPU state
                // because noesis changes it. In this case only framebuffer and viewport need to be restored
                context.Rasterizer.SetViewport(new Viewport(0, 0, form.ClientSize.Width, form.ClientSize.Height, 0.0f, 1.0f));
                context.OutputMerger.SetTargets(renderView);
                context.ClearRenderTargetView(renderView, Color.Black);

                // Rendering is done in the active framebuffer
                view.Renderer.Render();

                // Present and swap buffers
                swapChain.Present(0, PresentFlags.None);
            });

            // Release all resources
            renderView.Dispose();
            context.ClearState();
            context.Flush();
            device.Dispose();
            context.Dispose();
            swapChain.Dispose();
everything is loading in correctly i just need a small push to make it show on screen
Image

If anybody has time, please help me, i am just a beginner at this and i don't really know what i am doing here.

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User avatar
jsantos
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Posts: 3015
Joined: 20 Jan 2012, 17:18
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Re: Unigine C# integration

11 Jan 2021, 12:03

The integration guide and minimal examples for GLUT and D3D should provide enough information to create a new integration. It seems you have problems with fundamental concepts related to DirectX and C# and I would say you will probably receive more help in specific forums for those topics.
 
User avatar
kireita
Topic Author
Posts: 3
Joined: 06 Jan 2021, 20:18
Location: The Netherlands
Contact:

Re: Unigine C# integration

27 Jan 2021, 17:28

i was able to make it run but it was not exactly an integration, it was opening the noesis window outside of the project instead of in the game itself (
from what was explained to me i can only use a specific class called Ffp that renders pure Geometry (https://developer.unigine.com/en/docs/2 ... #highlight) and to make it render in unigine noesis would need to able to send pure geometry. although im not exactly sure if it works like that.
 
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jsantos
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Posts: 3015
Joined: 20 Jan 2012, 17:18
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Re: Unigine C# integration

28 Jan 2021, 11:14

Did you have a look at this integration?

https://github.com/GameInstitute/NoesisGUI-Unigine
 
User avatar
kireita
Topic Author
Posts: 3
Joined: 06 Jan 2021, 20:18
Location: The Netherlands
Contact:

Re: Unigine C# integration

28 Jan 2021, 13:19

yes but unfortunatly the ExternClass is not avaiable in the c# API. and the goal is to make it work in there :S

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