DirectX 3D 之C#开发
C#下进行directX的3D开发,一个旋转的4棱锥的例子。
建议看两个文档<Managed DirectX 9图形和游戏编程简略中文文档>和<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。
一、首先在电脑上装了DirectX。
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
具体代码如下:
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; //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。