- Current progress / roadmap
- Docs
- Sample codes (you can download compiled samples in the 'releases' tab)
- SeeingSharp2
- SeeingSharp2.AssimpImporter
- SeeingSharp2.Uwp
- SeeingSharp2.WinForms
- SeeingSharp2.WinFormsCore (obsolete, .Net Core support moved to SeeingSharp2.WinForms)
- SeeingSharp2.Wpf
- SeeingSharp2.WpfCore (obsolete, .Net Core support moved to SeeingSharp2.Wpf)
- SeeingSharp2.WinUI
SeeingSharp is a 3D/2D rendering library for C# powered by Direct3D 11. It is meant for desktop applications (Win.Forms, Wpf, WinUI) or Windows Store Apps. The base library is separated into the following projects:
- SeeingSharp (.Net Standard 2.0, .Net 5.0, .Net 6.0)
- SeeingSharp.Uwp (Universal Windows Platform)
- SeeingSharp.Wpf (.Net Framework 4.8, .Net 5.0, .Net 6.0)
- SeeingSharp.WinForms (.Net Framework 4.8, .Net 5.0, .Net 6.0)
- SeeingSharp.WinUI (.Net 5.0, .Net 6.0)
The first one is the core library which contains all logic for 2D/3D-rendering. The others contain classes to integrate SeeingSharp 2 into the particular gui framework.
- Support .Net Core (.Net Standard 2.0) and the classic .Net Framework
- Full integration into Windows.Forms, WPF, UWP and WinUI
- Heavy multithreading (all calculations and rendering is done in background threads)
- Working with multiple graphics devices at once (dynamically configure the target device per view)
- Working with multiple scenegraphs at once (dynamically configure the current scene per view)
- Flexible postprocessing mechanism
- Support for software rendering using WARP technology
- Integration of Direct2D directly into the 3D render process
- Build custom 3D models by code
- Import external 3D models
- And much more..
To give SeeingSharp2 a short try you can look into the Getting Started samples in the
source code.
Here the steps for WPF:
- Download Nuget package (SeeingSharp2, SeeingSharp2.Wpf)
- Include bootstrap code into your App.xaml.cs
public partial class App : Application
{
protected override void OnStartup(StartupEventArgs e)
{
GraphicsCore.Loader
.SupportWpf()
.Load();
base.OnStartup(e);
}
}
- Add a view to your MainWindow.xaml
<Window x:Class="Testing.Simple3DApp.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:ssharp="http://www.rolandk.de/seeingsharp"
mc:Ignorable="d"
Title="MainWindow" Height="450" Width="800">
<Grid>
<ssharp:SeeingSharpRendererElement x:Name="CtrlView3D" />
</Grid>
</Window>
- Create a simple scene in code behind
public partial class MainWindow : Window
{
public MainWindow()
{
InitializeComponent();
this.Loaded += OnMainWindow_Loaded;
}
private async void OnMainWindow_Loaded(object sender, RoutedEventArgs e)
{
// Build the scene
var scene = this.CtrlView3D.Scene;
await scene.ManipulateSceneAsync(manipulator =>
{
// Create material resource
var resMaterial = manipulator.AddStandardMaterialResource();
var resGeometry = manipulator.AddResource(
device => new GeometryResource(new CubeGeometryFactory()));
// Create the mesh and animate it
var mesh = new Mesh(resGeometry, resMaterial);
mesh.Position = new Vector3(0f, 1f, 0f);
mesh.Color = Color4.GreenColor;
mesh.BuildAnimationSequence()
.RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_180DEG, 0f), TimeSpan.FromSeconds(2.0))
.WaitFinished()
.RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_360DEG, 0f), TimeSpan.FromSeconds(2.0))
.WaitFinished()
.CallAction(() => mesh.RotationEuler = Vector3.Zero)
.ApplyAndRewind();
manipulator.AddObject(mesh);
});
// Configure camera
var camera = this.CtrlView3D.Camera;
camera.Position = new Vector3(3f, 3f, 3f);
camera.Target = new Vector3(0f, 0.5f, 0f);
camera.UpdateCamera();
// Append camera behavior (this enables simple input / movement)
this.CtrlView3D.RenderLoop.SceneComponents.Add(new FreeMovingCameraComponent());
}
}
- Here it is...