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  • 用c#进行directX开发的一个简单例子

    这几天一直在研究c#下进行directX3D开发,颇有些成绩。

    先贴出一个小例子和大家分享,我做的是一个旋转的4棱锥。

    如果有人对这方面感兴趣不知道如何学习的话,我建议看两个文档<Managed DirectX 9图形和游戏编程简略中文文档>,<Managed DirectX 9 SDK 中文文档>。

    另外最好下载个DirectX SDK (August 2007).rar。里面有些范例还是非常好的。下载地址自己到网上找,很多的。

    一,首先保证你机子上装了directx,没装的赶紧下载去装。

    二,建立一个c#的windows应用程序,添加两个引用Microsoft.DirectX和Microsoft.DirectX.Direct3D;

    三,form1.cs中代码为:

    using System;
    using System.Collections.Generic;
    using System.ComponentModel;
    using System.Data;
    using System.Drawing;
    using System.Text;
    using System.Windows.Forms;
    using Microsoft.DirectX;          //开发directx需要包含的两个命名空间
    using Microsoft.DirectX.Direct3D;

    namespace Rectangle
    {
        public partial class form1 : Form
        {
           
            /// <summary>
            /// 设备对象,场景中所有图形对象的父对象
            /// </summary>
            private Device device = null; 

            /// <summary>
            /// 坐标系四棱锥顶点缓冲
            /// </summary>
            VertexBuffer vertexBuffer = null; 

            /// <summary>
            /// 此参数设置为必须,它定义了要创建的Direct3D设备的表示参数,如后台缓冲区的高度、宽度和像素格式、如何从后台缓冲区复制到前台缓存、以及屏幕显示的方式等等
            /// </summary>
            PresentParameters presentParameters = new PresentParameters();
           
            /// <summary>
            /// 暂停标志
            /// </summary>
            bool pause = false;

            /// <summary>
            /// 随机数,用来生成随机颜色用的
            /// </summary>
            Random rn = new Random();

            /// <summary>
            /// 构造函数,设置窗体大小
            /// </summary>
            public form1()
            {
                this.ClientSize = new System.Drawing.Size(300, 300);
            }

            /// <summary>
            /// 初始化绘图环境
            /// </summary>
            /// <returns></returns>
            public bool InitializeGraphics()
            {
                try
                {
                    //设置屏幕显示模式为窗口模式
                    presentParameters.Windowed = true;
                    //设置如何从后台缓冲区复制到前台缓冲区(SwapEffect.Discard表示缓冲区在显示后立即被舍弃,这样可以节省开销)
                    presentParameters.SwapEffect = SwapEffect.Discard;
                    //创建一个设备
                    device = new Device(0, DeviceType.Hardware, this, CreateFlags.SoftwareVertexProcessing, presentParameters);
                    //为设备释放订阅事件处理
                    device.DeviceReset += new System.EventHandler(this.OnResetDevice);
                   
                    this.OnCreateDevice(device, null);
                    this.OnResetDevice(device, null);
                    pause = false;
                    return true;
                }

                catch (DirectXException)
                {
                    return false;
                }
            }

            /// <summary>
            /// 设备创建时建立顶点缓冲
            /// </summary>
            /// <param name="sender"></param>
            /// <param name="e"></param>
            public void OnCreateDevice(object sender, EventArgs e)
            {
                Device dev = (Device)sender;

                //创建顶点缓冲,有个顶点
                vertexBuffer = new VertexBuffer(typeof(CustomVertex.PositionColored), 18, dev, 0, CustomVertex.PositionColored.Format, Pool.Default);
                //为创建顶点缓存订阅事件处理
                vertexBuffer.Created += new System.EventHandler(this.OnCreateVertexBuffer);

                this.OnCreateVertexBuffer(vertexBuffer, null);
            }


            /// <summary>
            /// 设备撤销的事件处理
            /// </summary>
            /// <param name="sender"></param>
            /// <param name="e"></param>
            public void OnResetDevice(object sender, EventArgs e)
            {
                Device dev = (Device)sender;
                //关闭剔除模式,使我们能看见此四棱锥的前面和后面
                dev.RenderState.CullMode = Cull.None;
                // 关闭场景里的灯光,显示顶点自己的颜色
                dev.RenderState.Lighting = false;
            }

            /// <summary>
            /// 创建顶点缓存的事件处理
            /// </summary>
            /// <param name="sender"></param>
            /// <param name="e"></param>
            public void OnCreateVertexBuffer(object sender, EventArgs e)
            {
               
                VertexBuffer vb = (VertexBuffer)sender;
                CustomVertex.PositionColored[] verts = (CustomVertex.PositionColored[])vb.Lock(0, 0);
               
                //四棱锥原始的个点
                Vector3 vertex1 = new Vector3(25, 0, 0);
                Vector3 vertex2 = new Vector3(0, 0, -25);
                Vector3 vertex3 = new Vector3(-25, 0, 0);
                Vector3 vertex4 = new Vector3(0, 0, 25);
                Vector3 vertex5 = new Vector3(0, 25, 0);

                //四棱锥中包含个三角形,所以要构造个点来绘制
                verts[0].Position = vertex1;
                verts[1].Position = vertex2;
                verts[2].Position = vertex5;
                verts[3].Position = vertex2;
                verts[4].Position = vertex3;
                verts[5].Position = vertex5;
                verts[6].Position = vertex3;
                verts[7].Position = vertex4;
                verts[8].Position = vertex5;
                verts[9].Position = vertex4;
                verts[10].Position = vertex1;
                verts[11].Position = vertex5;
                verts[12].Position = vertex2;
                verts[13].Position = vertex1;
                verts[14].Position = vertex3;
                verts[15].Position = vertex3;
                verts[16].Position = vertex1;
                verts[17].Position = vertex4;


                //给每个点赋予随机颜色
                for (int i = 0; i < 18; i++)
                {
                    verts[i].Color = Color.FromArgb(SetColor(), SetColor(), SetColor()).ToArgb();

                }
                    vb.Unlock();

     

            }

            /// <summary>
            /// 返回到之间的一个随机数,用来生成随机颜色
            /// </summary>
            /// <returns></returns>
            public int SetColor()
            {
                int number = rn.Next(256);
                return number;
            }


            /// <summary>
            /// 设置摄像机的位置
            /// </summary>
            private void SetupCamera()
            {
                //设置世界矩阵,根据系统运行时间而变化
                device.Transform.World = Matrix.RotationAxis(new Vector3((float)Math.Cos(Environment.TickCount / 250.0f), 1, (float)Math.Sin(Environment.TickCount / 250.0f)), Environment.TickCount / 3000.0f);
                //设置摄像机的位置,它在z轴上-50处,看着原点,y轴为正方向
                device.Transform.View = Matrix.LookAtLH(new Vector3(0.0f, 0.0f, -50f), new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0.0f, 1.0f, 0.0f));

                //设置摄像机的视界,角度为度,看的最近为,看的最远处为.不再这个视界中的影像都不会被显示
                device.Transform.Projection = Matrix.PerspectiveFovLH(((float)(float)Math.PI / 2 ), 1.0f, 10.0f, 200.0f);
            }


            /// <summary>
            /// 绘制图形
            /// </summary>
            public void Render()
            {
                if (device == null)
                    return;

                if (pause)
                    return;

                //背景设为绿色
                device.Clear(ClearFlags.Target, System.Drawing.Color.Blue, 1.0f, 0);
                //开始场景
                device.BeginScene();
                // 设置世界,视野和投影矩阵
                SetupCamera();

                // 给设备指定顶点缓存
                device.SetStreamSource(0, vertexBuffer, 0);

                //设置设备的顶点格式
                device.VertexFormat = CustomVertex.PositionColored.Format;

                //绘制图形,使用的方法为三角形列表,个数为个
                device.DrawPrimitives(PrimitiveType.TriangleList, 0, 6);
                           
                //结束场景
                device.EndScene();

                //更新场景
                device.Present();
            }

            //重载OnPaint函数
            protected override void OnPaint(System.Windows.Forms.PaintEventArgs e)
            {
                //绘制图形
                this.Render();
            }
        }
    }

    四,program.cs中的代码为:

    using System;
    using System.Collections.Generic;
    using System.Windows.Forms;

    namespace Rectangle
    {
        static class Program
        {
            /// <summary>
            /// 应用程序的主入口点。
            /// </summary>
            [STAThread]
            static void Main()
            {
                using (form1 frm = new form1())
                {

                    if (!frm.InitializeGraphics()) // 初始化 Direct3D
                    {
                        MessageBox.Show("不能初始化 Direct3D.程序将退出.");
                        return;
                    }
                    frm.Show();

                    // While the form is still valid, render and process messages
                    while (frm.Created)
                    {
                        frm.Render();
                        Application.DoEvents(); //处理当前在消息队列中的所有 Windows 消息
                    }
                }
            }
        }
    }
     

    运行后你会看到一个不断旋转的四棱锥。

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  • 原文地址:https://www.cnblogs.com/top5/p/1584953.html
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