form1.cs
using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows.Forms; using Microsoft.DirectX; using Microsoft.DirectX.Direct3D; namespace XNAGame_019 { public partial class Form1 : Form { /* * 1.编写Direct3D程序,首先需要安装direct3d sdk程序。 * 2.项目引用中,需要添加Microsoft.DirectX,Microsoft.DirectX.Direct3D,Microsoft.Direct3DX, * 3.上面的引用,我的电脑的路径是C:\Windows\Microsoft.NET\DirectX for Managed Code\1.0.2902.0 * 4.vs项目属性中,引用路径要把C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Include\, * 和C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Lib\,都包含进来。 * 5.在form1.cs中,需要引用 using Microsoft.DirectX,using Microsoft.DirectX.Direct3D; * 6.非常重要的一点,此点不解决,窗体不显示,在App.config配置文件中,加入<startup useLegacyV2RuntimeActivationPolicy="true"> * * */ //设备类 private Device device1 = null; // bool pause = false; //显卡缓存,增加这个变量 第一步 VertexBuffer buffer1 = null; //第七步 float Angle = 0; // 表示三角形旋转角度 float ViewZ = -6.0f; //观察者位置的z坐标,z值增加,三角形离开观察者越近。当ViewZ大于0,观察者移动到三角形另一侧。 public Form1() { InitializeComponent(); } public bool InitializeGraphics() { try { PresentParameters param1 = new PresentParameters(); param1.Windowed = true; // 非全屏模式,即窗口模式 param1.SwapEffect = SwapEffect.Discard; // 后备缓存模式,新帧显示,旧帧丢弃 param1.EnableAutoDepthStencil = true; //自动深度测试 param1.AutoDepthStencilFormat = DepthFormat.D16; //深度缓存区单元为16位二进制 device1 = new Device(0, DeviceType.Hardware, this, CreateFlags.SoftwareVertexProcessing, param1); device1.DeviceReset += new System.EventHandler(this.OnResetDevice); this.OnCreateDevice(device1, null); this.OnResetDevice(device1, null); return true; } catch (DirectXException ex) { return false; } } public void Render() { if (device1 == null) return; // 设备类没有初始化,为空,不渲染 if (pause) return; // 暂停,窗体最小化,不可见,不渲染 device1.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Blue, 1.0f, 0); //第十一步,从DeviceReset移动到这里 SetupMatrices(); device1.BeginScene(); //第六步 device1.SetStreamSource(0, buffer1, 0); device1.VertexFormat = CustomVertex.PositionColored.Format; device1.DrawPrimitives(PrimitiveType.TriangleList, 0, 1); // device1.EndScene(); device1.Present(); } private void Form1_Paint(object sender, PaintEventArgs e) { this.Render(); } //增加这个方法的内容 ,第二步 public void OnCreateDevice(object sender, EventArgs e) { Device dev = (Device)sender; buffer1 = new VertexBuffer(typeof(CustomVertex.PositionColored), 3, dev, 0, CustomVertex.PositionColored.Format, Pool.Default); buffer1.Created += new System.EventHandler(this.OnCreateVertexBuffer); this.OnCreateVertexBuffer(buffer1, null); } //第五步,修改此方法 public void OnResetDevice(object sender, EventArgs e) { Device dev = (Device)sender; dev.RenderState.CullMode = Cull.None; //取消背面剔除 dev.RenderState.Lighting = false; // 取消灯光 //第十步,将变换矩阵方法,移到Render中 //SetupMatrices(); //变换, 此方法删掉,移动到渲染里 } private void Form1_Resize(object sender, EventArgs e) { pause = ((this.WindowState == FormWindowState.Minimized) || !this.Visible); } //增加这个方法 ,第三步 public void OnCreateVertexBuffer(object sender, EventArgs e) { CustomVertex.PositionColored[] verts = (CustomVertex.PositionColored[])buffer1.Lock(0, 0); verts[0].Position = new Vector3(-1.0f, -1.0f, 0.0f); verts[0].Color = Color.Aqua.ToArgb(); verts[1].Position = new Vector3(1.0f, -1.0f, 0.0f); verts[1].Color = Color.Brown.ToArgb(); verts[2].Position = new Vector3(0.0f, 1.0f, 0.0f); verts[2].Color = Color.LightPink.ToArgb(); buffer1.Unlock(); //显卡缓存,设定点时,先锁定,再解锁。 } //增加这个方法,第四步,实现世界坐标,观察坐标,和投影坐标的变换 private void SetupMatrices() { //第十三步,修改为 int iTime = Environment.TickCount % 1000; Angle = iTime * (2.0f * (float)Math.PI) / 1000.0f; //第八步,修改参数,0变为Angle。 //device1.Transform.World = Matrix.RotationY(Angle); //世界变换矩阵 原来的第八步删除,更换为下面的 //第十四不,修改x平移1单位时,仍可以垂直Y轴旋转 device1.Transform.World = Matrix.RotationY(Angle) * Matrix.Translation(1, 0, 0); //第九步,修改参数,-5.0f为ViewZ。 device1.Transform.View = Matrix.LookAtLH(new Vector3(0.0f, 3.0f, ViewZ), new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0.0f, 1.0f, 0.0f)); // 观察变换矩阵 device1.Transform.Projection = Matrix.PerspectiveFovLH((float)Math.PI / 4, 1.0f, 1.0f, 100.0f); //投影变换矩阵 } //第十二,删除了 } }
program.cs
using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using System.Windows.Forms; namespace XNAGame_019 { static class Program { /// <summary> /// 应用程序的主入口点。 /// </summary> [STAThread] static void Main() { //Application.EnableVisualStyles(); //Application.SetCompatibleTextRenderingDefault(false); //Application.Run(new Form1()); using (Form1 frm = new Form1()) { if (frm.InitializeGraphics() == false) { MessageBox.Show("无法初始化Direct 3D,退出"); return; } frm.Show(); while (frm.Created == true) { frm.Render(); Application.DoEvents(); } } } } }
app.config
<?xml version="1.0" encoding="utf-8" ?> <configuration> <startup useLegacyV2RuntimeActivationPolicy="true"> <supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.5" /> </startup> </configuration>
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