[3D]1.绘制三角形

  作为一个.Net程序员学习3D开发好尴尬啊,因为不论是OpenGL还是Direct3D都是用C/C++开发的比较多。虽然有计划使用C++进行开发,但是平时还是C#使用的多。很少用C++做东西,如果仅仅是学习是很难有进步的,学习C++很长时间了至今仍感觉很肤浅,而且语言并不是编程的全部,真正的高手是不区分语言的,所以决定注重基本原理的学习,具体实现用C#也是可以的,这里选择Slimdx。

环境:

VS2010+C#

SlimDX SDK (January 2012).msi  

d3d9.dll, D3DX9_43.dll

  1 using System;
  2 using System.Drawing;
  3 using System.Windows.Forms;
  4 using SlimDX.Direct3D9;
  5 using SlimDX;
  6 using System.Runtime.InteropServices;
  7 
  8 namespace D3Ddemo01
  9 {
 10     public partial class Form1 : Form
 11     {
 12         public Form1()
 13         {
 14             InitializeComponent();
 15         }
 16         Device device = null;
 17         private void Form1_Load(object sender, EventArgs e)
 18         {
 19             this.ClientSize = new System.Drawing.Size(800, 600);
 20             this.Text = " 第1个D3D程序";
 21 
 22         }
 23         public bool InitializeDirect3D()
 24         {
 25             try
 26             {
 27                 Direct3D direct3d = new Direct3D();
 28                 //direct3d.GetAdapterDisplayMode(1);
 29                 PresentParameters presentParams = new PresentParameters();
 30                 presentParams.Windowed = true; //指定以Windows窗体形式显示 
 31                 presentParams.SwapEffect = SwapEffect.Discard; //当前屏幕绘制后它将自动从内存中删除
 32                 device = new Device(direct3d, 0, DeviceType.Hardware, this.Handle,
 33                 CreateFlags.SoftwareVertexProcessing, presentParams); //实例化device对象 
 34                 return true;
 35             }
 36             catch (Exception e)
 37             {
 38                 MessageBox.Show(e.ToString(), "Error"); //处理异常 
 39                 return false;
 40             }
 41         }
 42         public void Render()
 43         {
 44             if (device == null)   //如果device为空则不渲染 
 45             {
 46                 return;
 47             }
 48             Vector3 eye = new Vector3(0,0, -30);
 49             Vector3 at = new Vector3(0, 0, 10);
 50             Vector3 up = new Vector3(0, 1, 0);
 51             Matrix viewMatrix = Matrix.LookAtLH(eye, at, up);
 52 
 53             Matrix projection = Matrix.PerspectiveFovLH((float)Math.PI / 4,
 54 this.Width / this.Height, 1.0f, 50.0f);
 55             device.SetTransform(TransformState.Projection, projection);
 56             device.SetTransform(TransformState.View, viewMatrix);
 57             device.SetRenderState(RenderState.FillMode, FillMode.Solid);
 58             device.SetRenderState(RenderState.Lighting, false);
 59             //深度偏移
 60             //device.SetRenderState(RenderState.DepthBias, drawArgs.CurrentWorld.CurrentDepthBias - 0.00001f);//防止闪烁
 61             device.SetRenderState(RenderState.ZEnable, true);
 62             device.SetRenderState(RenderState.CullMode, Cull.None);
 63 
 64             //在此添加渲染图形代码 
 65             VertexBuffer Vertices = new VertexBuffer(device, 3 * 20, Usage.WriteOnly, VertexFormat.None, Pool.Managed);
 66             DataStream stream = Vertices.Lock(0, 0, LockFlags.None);
 67             Vertex[] vertexData = new Vertex[3];
 68             vertexData[0].PositionRhw = new Vector4(0.0f, 1.0f, 10.0f, 1.0f);
 69             vertexData[0].Color = Color.Red.ToArgb();
 70             vertexData[1].PositionRhw = new Vector4(1.0f, 0.0f, 10.0f, 1.0f);
 71             vertexData[1].Color = Color.Blue.ToArgb();
 72             vertexData[2].PositionRhw = new Vector4(2.0f, 2.0f, 10.0f, 1.0f);
 73             vertexData[2].Color = Color.Green.ToArgb();
 74             stream.WriteRange(vertexData);
 75             Vertices.Unlock();
 76             //PositionColored[] vertices = new PositionColored[3];//定义顶点 
 77             //vertices[0].Position = new Vector3(0f, 0f, 0f);
 78             //vertices[0].Color = Color.Red.ToArgb();
 79             //vertices[1].Position = new Vector3(5f, 10f, 0f);
 80             //vertices[1].Color = Color.Green.ToArgb();
 81             //vertices[2].Position = new Vector3(10f, 0f, 0f);
 82             //vertices[2].Color = Color.Yellow.ToArgb();
 83             //device.VertexFormat = VertexFormat.Position;
 84             //device.DrawUserPrimitives(PrimitiveType.TriangleList, 1, Vertices);
 85             //device.RenderState.CullMode = Cull.None; 
 86             // device.Clear(ClearFlags.Target, Color.DarkSlateBlue, 1.0f, 0);  //清除windows界面为深蓝色 
 87             device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0);
 88             device.BeginScene();
 89             device.SetStreamSource(0, Vertices, 0, 20);
 90             device.VertexFormat = VertexFormat.Position | VertexFormat.Diffuse;
 91             device.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);
 92             device.EndScene();
 93             device.Present();
 94         }
 95     }
 96     [StructLayout(LayoutKind.Sequential)]
 97     struct Vertex
 98     {
 99         public Vector4 PositionRhw;
100         public int Color;
101     }
102 }
Form1

调用代码:

 1  static class Program
 2     {
 3         /// <summary>
 4         /// 应用程序的主入口点。
 5         /// </summary>
 6         [STAThread]
 7         static void Main()
 8         {
 9             Form1 basicForm = new Form1(); //创建窗体对象 
10             if (basicForm.InitializeDirect3D() == false) //检查Direct3D是否启动 
11             {
12                 MessageBox.Show("无法启动Direct3D!", "错误!");
13                 return;
14             }
15             basicForm.Show(); //如果一切都初始化成功,则显示窗体 
16             while (basicForm.Created) //设置一个循环用于实时更新渲染状态 
17             {
18                 basicForm.Render(); //保持device渲染,直到程序结束 
19                 Application.DoEvents(); //处理键盘鼠标等输入事件 
20             } 
21         }
22     }
View Code

结果:

原文地址:https://www.cnblogs.com/yhlx125/p/3521544.html