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_014
{
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;
//增加变量数组
CustomVertex.TransformedColored[] verts;
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);
device1.BeginScene();
//三选一
//device1.RenderState.CullMode = Cull.Clockwise; // 不显示按顺时针绘制的三角形
//device1.RenderState.CullMode = Cull.CounterClockwise; // 不显示按逆时针绘制的三角形,默认值
device1.RenderState.CullMode = Cull.None; //没有背面剔除功能,无论顺时针,逆时针,总显示
//背面剔除模式,左手坐标系统,按逆时针绘制,显示,按顺时针绘制,不显示。XNA为右手坐标系统,正好相反。
device1.VertexFormat = CustomVertex.TransformedColored.Format;
device1.DrawUserPrimitives(PrimitiveType.TriangleList, 1, verts);
device1.EndScene();
device1.Present();
}
private void Form1_Paint(object sender, PaintEventArgs e)
{
this.Render();
}
//这个是背面剔除的示例
public void OnCreateDevice(object sender, EventArgs e)
{
//三角形的三个顶点,我们假定012为逆时针,那么021为顺时针
verts = new CustomVertex.TransformedColored[3];
verts[0].Position = new Vector4(150.0f,50.0f,0.5f,1.0f);
verts[0].Color = Color.Aqua.ToArgb();
verts[1].X = 50.0f;
verts[1].Y = 250.0f;
verts[1].Z = 0.5f;
verts[1].Rhw = 1.0f;
verts[1].Color = Color.LightPink.ToArgb();
verts[2].Position = new Vector4(250.0f,250.0f,0.5f,1.0f);
verts[2].Color = Color.Brown.ToArgb();
}
public void OnResetDevice(object sender, EventArgs e)
{
}
private void Form1_Resize(object sender, EventArgs e)
{
pause = ((this.WindowState == FormWindowState.Minimized) || !this.Visible);
}
}
}
program.cs
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace XNAGame_014
{
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>