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Managed DirectX ---- Using Matrices

// -----------------------------------------------------------------------------
// ?File:?Matrices.cs
//
// ?Desc:?Now?that?we?know?how?to?create?a?device?and?render?some?2D?vertices,
// ???????this?tutorial?goes?the?next?step?and?renders?3D?geometry.?To?deal?with
// ???????3D?geometry?we?need?to?introduce?the?use?of?4x4?matrices?to?transform
// ???????the?geometry?with?translations,?rotations,?scaling,?and?setting?up?our
// ???????camera.
//
// ???????Geometry?is?defined?in?model?space.?We?can?move?it?(translation),
// ???????rotate?it?(rotation),?or?stretch?it?(scaling)?using?a?world?transform.
// ???????The?geometry?is?then?said?to?be?in?world?space.?Next,?we?need?to
// ???????position?the?camera,?or?eye?point,?somewhere?to?look?at?the?geometry.
// ???????Another?transform,?via?the?view?matrix,?is?used,?to?position?and
// ???????rotate?our?view.?With?the?geometry?then?in?view?space,?our?last
// ???????transform?is?the?projection?transform,?which?"projects"?the?3D?scene
// ???????into?our?2D?viewport.
//
// ???????Note?that?in?this?tutorial,?we?are?introducing?the?use?of?D3DX,?which
// ???????is?a?set?of?helper?utilities?for?D3D.?In?this?case,?we?are?using?some
// ???????of?D3DX's?useful?matrix?initialization?functions.?To?use?D3DX,?simply
// ???????include?the?D3DX?reference?in?your?project
//
// ?Copyright?(c)?Microsoft?Corporation.?All?rights?reserved.
// -----------------------------------------------------------------------------
using ?System;
using ?System.Drawing;
using ?System.Windows.Forms;
using ?Microsoft.DirectX;
using ?Microsoft.DirectX.Direct3D;
using ?Direct3D = Microsoft.DirectX.Direct3D;

namespace ?MatricesTutorial
{
????
public ? class ?Matrices?:?Form
????
{
????????
// ?Our?global?variables?for?this?project
????????Device?device? = ? null ;? // ?Our?rendering?device
????????VertexBuffer?vertexBuffer? = ? null ;
????????PresentParameters?presentParams?
= ? new ?PresentParameters();
????????
bool ?pause? = ? false ;

????????
public ?Matrices()
????????
{
????????????
// ?Set?the?initial?size?of?our?form
???????????? this .ClientSize? = ? new ?System.Drawing.Size( 400 , 300 );
????????????
// ?And?it's?caption
???????????? this .Text? = ? " Direct3D?Tutorial?3?-?Matrices " ;
????????}


????????
public ? bool ?InitializeGraphics()
????????
{
????????????
try
????????????
{
????????????????
// ?Now?let's?setup?our?D3D?stuff
????????????????presentParams.Windowed = true ;
????????????????presentParams.SwapEffect?
= ?SwapEffect.Discard;
????????????????device?
= ? new ?Device( 0 ,?DeviceType.Hardware,? this ,?CreateFlags.SoftwareVertexProcessing,?presentParams);
????????????????device.DeviceReset?
+= ? new ?System.EventHandler( this .OnResetDevice);
????????????????
this .OnCreateDevice(device,? null );
????????????????
this .OnResetDevice(device,? null );
????????????????pause?
= ? false ;
????????????????
return ? true ;
????????????}

????????????
catch ?(DirectXException)
????????????
{?
????????????????
return ? false ;?
????????????}

????????}

????????
public ? void ?OnCreateDevice( object ?sender,?EventArgs?e)
????????
{
????????????Device?dev?
= ?(Device)sender;
????????????
// ?Now?Create?the?VB
????????????vertexBuffer? = ? new ?VertexBuffer( typeof (CustomVertex.PositionColored),? 3 ,?dev,? 0 ,?CustomVertex.PositionColored.Format,?Pool.Default);
????????????vertexBuffer.Created?
+= ? new ?System.EventHandler( this .OnCreateVertexBuffer);
????????????
this .OnCreateVertexBuffer(vertexBuffer,? null );
????????}

????????
public ? void ?OnResetDevice( object ?sender,?EventArgs?e)
????????
{
????????????Device?dev?
= ?(Device)sender;
????????????
// ?Turn?off?culling,?so?we?see?the?front?and?back?of?the?triangle
????????????dev.RenderState.CullMode? = ?Cull.None;
????????????
// ?Turn?off?D3D?lighting,?since?we?are?providing?our?own?vertex?colors
????????????dev.RenderState.Lighting? = ? false ;
????????}

????????
public ? void ?OnCreateVertexBuffer( object ?sender,?EventArgs?e)
????????
{
????????????VertexBuffer?vb?
= ?(VertexBuffer)sender;
????????????CustomVertex.PositionColored[]?verts?
= ?(CustomVertex.PositionColored[])vb.Lock( 0 , 0 );
????????????verts[
0 ].X =- 1.0f ;?verts[ 0 ].Y =- 1.0f ;?verts[ 0 ].Z = 0.0f ;?verts[ 0 ].Color? = ?System.Drawing.Color.DarkGoldenrod.ToArgb();
????????????verts[
1 ].X = 1.0f ;?verts[ 1 ].Y =- 1.0f ?;verts[ 1 ].Z = 0.0f ;?verts[ 1 ].Color? = ?System.Drawing.Color.MediumOrchid.ToArgb();
????????????verts[
2 ].X = 0.0f ;?verts[ 2 ].Y = 1.0f ;?verts[ 2 ].Z? = ? 0.0f ;?verts[ 2 ].Color? = ?System.Drawing.Color.Cornsilk.ToArgb();
????????????vb.Unlock();
????????}


????????
private ? void ?Render()
????????
{
????????????
if ?(device? == ? null )?
????????????????
return ;

????????????
if ?(pause)
????????????????
return ;

????????????
// Clear?the?backbuffer?to?a?blue?color?
????????????device.Clear(ClearFlags.Target,?System.Drawing.Color.Blue,? 1.0f ,? 0 );
????????????
// Begin?the?scene
????????????device.BeginScene();
????????????
// ?Setup?the?world,?view,?and?projection?matrices
????????????SetupMatrices();
????
????????????device.SetStreamSource(
0 ,?vertexBuffer,? 0 );
????????????device.VertexFormat?
= ?CustomVertex.PositionColored.Format;
????????????device.DrawPrimitives(PrimitiveType.TriangleList,?
0 ,? 1 );
????????????
// End?the?scene
????????????device.EndScene();
????????????device.Present();
????????}


????????
private ? void ?SetupMatrices()
????????
{
????????????
// ?For?our?world?matrix,?we?will?just?rotate?the?object?about?the?y-axis.

????????????
// ?Set?up?the?rotation?matrix?to?generate?1?full?rotation?(2*PI?radians)?
????????????
// ?every?1000?ms.?To?avoid?the?loss?of?precision?inherent?in?very?high?
????????????
// ?floating?point?numbers,?the?system?time?is?modulated?by?the?rotation?
????????????
// ?period?before?conversion?to?a?radian?angle.
???????????? int ??iTime?? = ?Environment.TickCount? % ? 1000 ;
????????????
float ?fAngle? = ?iTime? * ?( 2.0f ? * ?( float )Math.PI)? / ? 1000.0f ;
????????????device.Transform.World?
= ?Matrix.RotationY(?fAngle?);

????????????
// ?Set?up?our?view?matrix.?A?view?matrix?can?be?defined?given?an?eye?point,
????????????
// ?a?point?to?lookat,?and?a?direction?for?which?way?is?up.?Here,?we?set?the
????????????
// ?eye?five?units?back?along?the?z-axis?and?up?three?units,?look?at?the
????????????
// ?origin,?and?define?"up"?to?be?in?the?y-direction.
????????????device.Transform.View? = ?Matrix.LookAtLH(? new ?Vector3(? 0.0f ,? 3.0f , - 5.0f ?),? new ?Vector3(? 0.0f ,? 0.0f ,? 0.0f ?),? new ?Vector3(? 0.0f ,? 1.0f ,? 0.0f ?)?);

????????????
// ?For?the?projection?matrix,?we?set?up?a?perspective?transform?(which
????????????
// ?transforms?geometry?from?3D?view?space?to?2D?viewport?space,?with
????????????
// ?a?perspective?divide?making?objects?smaller?in?the?distance).?To?build
????????????
// ?a?perpsective?transform,?we?need?the?field?of?view?(1/4?pi?is?common),
????????????
// ?the?aspect?ratio,?and?the?near?and?far?clipping?planes?(which?define?at
????????????
// ?what?distances?geometry?should?be?no?longer?be?rendered).
????????????device.Transform.Projection? = ?Matrix.PerspectiveFovLH(?( float )Math.PI? / ? 4 ,? 1.0f ,? 1.0f ,? 100.0f ?);
????????}


????????
protected ? override ? void ?OnPaint(System.Windows.Forms.PaintEventArgs?e)
????????
{
????????????
this .Render();? // ?Render?on?painting
????????}

????????
protected ? override ? void ?OnKeyPress(System.Windows.Forms.KeyPressEventArgs?e)
????????
{
????????????
if ?(( int )( byte )e.KeyChar? == ?( int )System.Windows.Forms.Keys.Escape)
????????????????
this .Close();? // ?Esc?was?pressed
????????}

????????
protected ? override ? void ?OnResize(System.EventArgs?e)
????????
{
????????????pause?
= ?(( this .WindowState? == ?FormWindowState.Minimized)? || ? ! this .Visible);
????????}


????????
/// ? <summary>
????????
/// ?The?main?entry?point?for?the?application.
????????
/// ? </summary>

???????? static ? void ?Main()?
????????
{
????????????
using ?(Matrices?frm? = ? new ?Matrices())
????????????
{
????????????????
if ?( ! frm.InitializeGraphics())? // ?Initialize?Direct3D
???????????????? {
????????????????????MessageBox.Show(
" Could?not?initialize?Direct3D.??This?tutorial?will?exit. " );
????????????????????
return ;
????????????????}

????????????????frm.Show();

????????????????
// ?While?the?form?is?still?valid,?render?and?process?messages
???????????????? while (frm.Created)
????????????????
{
????????????????????frm.Render();
????????????????????Application.DoEvents();
????????????????}

????????????}

????????}

????}

}



?// Set up the world, view, and projection matrices.


private void SetupMatrices()
??{
???// For our world matrix, we will just rotate the object about the y-axis.
???// Set up the rotation matrix to generate 1 full rotation (2*PI radians)
???// every 1000 ms. To avoid the loss of precision inherent in very high
???// floating point numbers, the system time is modulated by the rotation
???// period before conversion to a radian angle.
???int? iTime? = Environment.TickCount % 1000;
???float fAngle = iTime * (2.0f * (float)Math.PI) / 1000.0f;
???device.Transform.World = Matrix.RotationY( fAngle );

???// Set up our view matrix. A view matrix can be defined given an eye point,
???// a point to lookat, and a direction for which way is up. Here, we set the
???// eye five units back along the z-axis and up three units, look at the
???// origin, and define "up" to be in the y-direction.
???device.Transform.View = Matrix.LookAtLH( new Vector3( 0.0f, 3.0f,-5.0f ), new Vector3( 0.0f, 0.0f, 0.0f ), new Vector3( 0.0f, 1.0f, 0.0f ) );

???// For the projection matrix, we set up a perspective transform (which
???// transforms geometry from 3D view space to 2D viewport space, with
???// a perspective divide making objects smaller in the distance). To build
???// a perpsective transform, we need the field of view (1/4 pi is common),
???// the aspect ratio, and the near and far clipping planes (which define at
???// what distances geometry should be no longer be rendered).

???device.Transform.Projection = Matrix.PerspectiveFovLH( (float)Math.PI / 4, 1.0f, 1.0f, 100.0f );
??}

posted on 2006-05-17 10:16 夢(mèng)在天涯 閱讀(694) 評(píng)論(0)  編輯 收藏 引用 所屬分類: DirectX

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