📄 windowtest.cs
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using System;
using System.Drawing;
using System.Collections;
using System.ComponentModel;
using System.Windows.Forms;
using Microsoft.DirectX;
using Microsoft.DirectX.Direct3D;
namespace EnterDirectX {
/// <summary>
/// Summary description for wt.
/// </summary>
public class WindowTest : System.Windows.Forms.Form {
private bool endTest = false; public bool EndTest { get { return endTest; } }
private int numVerts = 4;
private Device device = null;
private VertexBuffer vertBuffer = null;
private Texture[] textures = new Texture[10];
private System.ComponentModel.Container components = null;
private static int x = 0;
// Simple textured vertices constant and structure
private const VertexFormats customVertexFlags = VertexFormats.Transformed | VertexFormats.Texture1;
private struct CustomVertex {
public float X;
public float Y;
public float Z;
public float rhw;
public float tu;
public float tv;
}
/// <summary>
/// Required designer variable.
/// </summary>
public WindowTest() {
//
// Required for Windows Form Designer support
//
InitializeComponent();
//
// TODO: Add any constructor code after InitializeComponent call
//
}
/// <summary>
/// Clean up any resources being used.
/// </summary>
protected override void Dispose( bool disposing ) {
if( disposing ) {
DisposeD3D();
if(components != null) {
components.Dispose();
}
}
base.Dispose( disposing );
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent() {
//
// WindowTest
//
this.AutoScaleBaseSize = new System.Drawing.Size(5, 13);
this.ClientSize = new System.Drawing.Size(292, 273);
this.Name = "WindowTest";
this.Text = "WindowTest";
this.KeyDown += new System.Windows.Forms.KeyEventHandler(this.WindowTest_KeyDown);
this.Closing += new System.ComponentModel.CancelEventHandler(this.WindowTest_Closing);
}
#endregion
private void WindowTest_KeyDown(object sender, System.Windows.Forms.KeyEventArgs e) {
if(e.KeyCode == Keys.Escape) {
endTest = true;
}
}
private void WindowTest_Closing(object sender, System.ComponentModel.CancelEventArgs e) {
endTest = true;
DisposeD3D();
}
public void DisposeD3D() {
for(int i = 0; i < 10; i++) {
if(textures[i] != null) {
textures[i].Dispose();
textures[i] = null;
}
}
if(vertBuffer != null) {
vertBuffer.Dispose();
vertBuffer = null;
}
if(device != null) {
device.Dispose();
device = null;
}
}
public bool InitD3D(IntPtr winHandle) {
DisplayMode dispMode =
Manager.Adapters[Manager.Adapters.Default.Adapter].CurrentDisplayMode;
PresentParameters presentParams= new PresentParameters();
// Define the presentation parameters
presentParams.Windowed = true;
presentParams.SwapEffect = SwapEffect.Discard;
presentParams.BackBufferFormat = dispMode.Format;
// Try to create the device
try {
device = new Device(
Manager.Adapters.Default.Adapter,
DeviceType.Hardware,
winHandle,
CreateFlags.SoftwareVertexProcessing,
presentParams);
device.VertexFormat = customVertexFlags;
return true;
}
catch {
return false;
}
}
public bool CreateTextures() {
CustomVertex[] verts;
try {
string textureFile;
// Load the textures, named from "walk1.bmp" to "walk10.bmp"
for(int i=1; i<=10; i++) {
textureFile = Application.StartupPath + @"\walk" + i.ToString() + ".bmp";
textures[i-1] = TextureLoader.FromFile(device, textureFile);
}
// Define the vertex buffer to hold our custom vertices
vertBuffer = new VertexBuffer(typeof(CustomVertex),
numVerts, device, Usage.WriteOnly, customVertexFlags, Pool.Default);
// Locks the memory, which will return the array to be filled
verts = vertBuffer.Lock(0, 0) as CustomVertex[];
// Defines the vertices
SquareVertices(verts);
// Unlock the buffer, which will save our vertex information to the device
vertBuffer.Unlock();
return true;
}
catch {
return false;
}
}
private void SquareVertices(CustomVertex[] vertices) {
// Create a square, composed of 2 triangles
vertices[0] = CreateFlexVertex(60, 60, 0, 1, 0, 0);
vertices[1] = CreateFlexVertex(240, 60, 0, 1, 1, 0);
vertices[2] = CreateFlexVertex(60, 240, 0, 1, 0, 1);
vertices[3] = CreateFlexVertex(240, 240, 0, 1, 1, 1);
}
private CustomVertex CreateFlexVertex(float X, float Y, float Z, float rhw, float tu, float tv) {
CustomVertex cv = new CustomVertex();
cv.X = X;
cv.Y = Y;
cv.Z = Z;
cv.rhw = rhw;
cv.tu = tu;
cv.tv = tv;
return cv;
}
public void Render() {
if(device == null) {
return;
}
// Clears the device with blue color
device.Clear(ClearFlags.Target, Color.FromArgb(0, 0, 255).ToArgb(), 1.0F, 0);
device.BeginScene();
// Show one texture a time, in order to create the illusion of a walking guy
device.SetTexture(0, textures[x]);
x = (x == 9) ? 0 : x+1; //If x is 9, set to 0, otherwise increment x
// Define which vertex buffer should be used
device.SetStreamSource(0, vertBuffer, 0);
device.VertexFormat = customVertexFlags;
// Draw the vertices of the vertex buffer, rendering them as a
// triangle strip, using the given texture
device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, numVerts - 2);
device.EndScene();
// Using an extra try-catch will prevent any errors if the device was disposed
try {
// Present the rendered scene
device.Present();
}
catch {
}
}
}
}
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