C#下進行directX的3D開發,一個旋轉的4稜錐的例子。
建議看兩個文檔<Managed DirectX 9圖形和游戲編程簡略中文文檔>和<Managed DirectX 9 SDK 中文文檔>。
另外最好下載個DirectX SDK (August 2007).rar。裡面有些范例還是非常好的。
一、首先在電腦上裝了DirectX。
二、建立一個C#的Windows應用程序,添加兩個引用Microsoft.DirectX和Microsoft.DirectX.Direct3D;
三、Form1.cs
具體代碼如下:
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; //開發directx需要包含的兩個命名空間
using Microsoft.DirectX.Direct3D;
namespace Rectangle
{
public partial class form1 : Form
{
/// <summary>
/// 設備對象,場景中所有圖形對象的父對象
/// </summary>
private Device device = null;
/// <summary>
/// 坐標系四稜錐頂點緩沖
/// </summary>
VertexBuffer vertexBuffer = null;
/// <summary>
/// 此參數設置為必須,它定義了要創建的Direct3D設備的表示參數,如後台緩沖區的高度、寬度和像素格式、如何從後台緩沖區復制到前台緩存、以及屏幕顯示的方式等等
/// </summary>
PresentParameters presentParameters = new PresentParameters();
/// <summary>
/// 暫停標志
/// </summary>
bool pause = false;
/// <summary>
/// 隨機數,用來生成隨機顏色用的
/// </summary>
Random rn = new Random();
/// <summary>
/// 構造函數,設置窗體大小
/// </summary>
public form1()
{
this.ClientSize = new System.Drawing.Size(300, 300);
}
/// <summary>
/// 初始化繪圖環境
/// </summary>
/// <returns></returns>
public bool InitializeGraphics()
{
try
{
//設置屏幕顯示模式為窗口模式
presentParameters.Windowed = true;
//設置如何從後台緩沖區復制到前台緩沖區(SwapEffect.Discard表示緩沖區在顯示後立即被捨棄,這樣可以節省開銷)
presentParameters.SwapEffect = SwapEffect.Discard;
//創建一個設備
device = new Device(0, DeviceType.Hardware, this, CreateFlags.SoftwareVertexProcessing, presentParameters);
//為設備釋放訂閱事件處理
device.DeviceReset += new System.EventHandler(this.OnResetDevice);
this.OnCreateDevice(device, null);
this.OnResetDevice(device, null);
pause = false;
return true;
}
catch (DirectXException)
{
return false;
}
}
/// <summary>
/// 設備創建時建立頂點緩沖
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
public void OnCreateDevice(object sender, EventArgs e)
{
Device dev = (Device)sender;
//創建頂點緩沖,有個頂點
vertexBuffer = new VertexBuffer(typeof(CustomVertex.PositionColored), 18, dev, 0, CustomVertex.PositionColored.Format, Pool.Default);
//為創建頂點緩存訂閱事件處理
vertexBuffer.Created += new System.EventHandler(this.OnCreateVertexBuffer);
this.OnCreateVertexBuffer(vertexBuffer, null);
}
/// <summary>
/// 設備撤銷的事件處理
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
public void OnResetDevice(object sender, EventArgs e)
{
Device dev = (Device)sender;
//關閉剔除模式,使我們能看見此四稜錐的前面和後面
dev.RenderState.CullMode = Cull.None;
// 關閉場景裡的燈光,顯示頂點自己的顏色
dev.RenderState.Lighting = false;
}
/// <summary>
/// 創建頂點緩存的事件處理
/// </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);
//四稜錐原始的個點
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);
//四稜錐中包含個三角形,所以要構造個點來繪制
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;
//給每個點賦予隨機顏色
for (int i = 0; i < 18; i++)
{
verts[i].Color = Color.FromArgb(SetColor(), SetColor(), SetColor()).ToArgb();
}
vb.Unlock();
}
/// <summary>
/// 返回到之間的一個隨機數,用來生成隨機顏色
/// </summary>
/// <returns></returns>
public int SetColor()
{
int number = rn.Next(256);
return number;
}
/// <summary>
/// 設置攝像機的位置
/// </summary>
private void SetupCamera()
{
//設置世界矩陣,根據系統運行時間而變化
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);
//設置攝像機的位置,它在z軸上-50處,看著原點,y軸為正方向
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));
//設置攝像機的視界,角度為度,看的最近為,看的最遠處為.不再這個視界中的影像都不會被顯示
device.Transform.Projection = Matrix.PerspectiveFovLH(((float)(float)Math.PI / 2 ), 1.0f, 10.0f, 200.0f);
}
/// <summary>
/// 繪制圖形
/// </summary>
public void Render()
{
if (device == null)
return;
if (pause)
return;
//背景設為綠色
device.Clear(ClearFlags.Target, System.Drawing.Color.Blue, 1.0f, 0);
//開始場景
device.BeginScene();
// 設置世界,視野和投影矩陣
SetupCamera();
// 給設備指定頂點緩存
device.SetStreamSource(0, vertexBuffer, 0);
//設置設備的頂點格式
device.VertexFormat = CustomVertex.PositionColored.Format;
//繪制圖形,使用的方法為三角形列表,個數為個
device.DrawPrimitives(PrimitiveType.TriangleList, 0, 6);
//結束場景
device.EndScene();
//更新場景
device.Present();
}
//重載OnPaint函數
protected override void OnPaint(System.Windows.Forms.PaintEventArgs e)
{
//繪制圖形
this.Render();
}
}
}
四,program.cs中的代碼為:
using System;
using System.Collections.Generic;
using System.Windows.Forms;
namespace Rectangle
{
static class Program
{
/// <summary>
/// 應用程序的主入口點。
/// </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.程序將退出.");
return;
}
frm.Show();
// While the form is still valid, render and process messages
while (frm.Created)
{
frm.Render();
Application.DoEvents(); //處理當前在消息隊列中的所有 Windows 消息
}
}
}
}
}
運行後你會看到一個不斷旋轉的四稜錐。