📄 form1.cs
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using System;
using System.Drawing;
using System.Collections;
using System.ComponentModel;
using System.Windows.Forms;
using System.Data;
using Microsoft.DirectX;
using Microsoft.DirectX.Direct3D;
namespace MyVertexBuffer
{
/// <summary>
/// Form1 的摘要说明。
/// </summary>
public class Form1 : System.Windows.Forms.Form
{
/// <summary>
/// 必需的设计器变量。
/// </summary>
private System.ComponentModel.Container components = null;
private Device device = null;
private VertexBuffer vb = null;
private float angle = 0.0f;
public Form1()
{
//
// Windows 窗体设计器支持所必需的
//
InitializeComponent();
//
// TODO: 在 InitializeComponent 调用后添加任何构造函数代码
//
this.SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.Opaque,true);
this.Load +=new EventHandler(InitializeGraphics);
}
public void InitializeGraphics(object sender, EventArgs e)
{
PresentParameters presentParams = new PresentParameters();
presentParams.Windowed = true;
presentParams.SwapEffect = SwapEffect.Discard;
device = new Device(0,DeviceType.Hardware,this,CreateFlags.HardwareVertexProcessing,presentParams);
//创建顶点缓冲
vb = new VertexBuffer(typeof(CustomVertex.PositionColored),3,device,Usage.Dynamic | Usage.WriteOnly,
CustomVertex.PositionColored.Format,Pool.Default);
vb.Created += new EventHandler(OnVertexBufferCreate);
OnVertexBufferCreate(vb, null);
}
/// <summary>
/// 清理所有正在使用的资源。
/// </summary>
protected override void Dispose( bool disposing )
{
if( disposing )
{
if (components != null)
{
components.Dispose();
}
}
base.Dispose( disposing );
}
#region Windows 窗体设计器生成的代码
/// <summary>
/// 设计器支持所需的方法 - 不要使用代码编辑器修改
/// 此方法的内容。
/// </summary>
private void InitializeComponent()
{
this.components = new System.ComponentModel.Container();
this.Size = new System.Drawing.Size(300,300);
this.Text = "Form1";
}
#endregion
/// <summary>
/// 应用程序的主入口点。
/// </summary>
[STAThread]
static void Main()
{
Application.Run(new Form1());
}
protected override void OnPaint(PaintEventArgs e)
{
device.Clear(ClearFlags.Target,System.Drawing.Color.Aqua,1.0f,0);
SetupCamera();
DrawSence();
device.Present();
this.Invalidate();
}
private void SetupCamera()
{
device.RenderState.CullMode = Cull.None;
device.Transform.World = Matrix.RotationAxis(new Vector3(angle/((float)Math.PI*2.0f),angle/((float)Math.PI*4.0f),
angle/((float)Math.PI*6.0f)),angle/(float)Math.PI);
angle += 0.1f;
device.Transform.Projection = Matrix.PerspectiveFovLH((float)Math.PI/4, this.Width/this.Height, 1.0f, 100.0f);
device.Transform.View = Matrix.LookAtLH(new Vector3(0,0,5.0f),new Vector3(),new Vector3(0,1,0));
device.RenderState.Lighting = false;
}
private void DrawSence()
{
device.BeginScene();
device.VertexFormat = CustomVertex.PositionColored.Format;
device.SetStreamSource(0,vb,0);
device.DrawPrimitives(PrimitiveType.TriangleList,0,1);
device.EndScene();
}
private void OnVertexBufferCreate(object sender, EventArgs e)
{
VertexBuffer buffer = (VertexBuffer)sender;
CustomVertex.PositionColored[] verts = new Microsoft.DirectX.Direct3D.CustomVertex.PositionColored[3];
verts[0].Position = new Vector3(0.0f, 1.0f, 1.0f);
verts[0].Color = System.Drawing.Color.Olive.ToArgb();
verts[1].Position = new Vector3(-1.0f, -1.0f, 1.0f);
verts[1].Color = System.Drawing.Color.GreenYellow.ToArgb();
verts[2].Position = new Vector3(1.0f, -1.0f, 1.0f);
verts[2].Color = System.Drawing.Color.Purple.ToArgb();
buffer.SetData(verts,0,LockFlags.None);
}
}
}
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