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            C++ Programmer's Cookbook

            {C++ 基礎(chǔ)} {C++ 高級(jí)} {C#界面,C++核心算法} {設(shè)計(jì)模式} {C#基礎(chǔ)}

            Managed DirectX --- create Device

            // -----------------------------------------------------------------------------
            // ?File:?CreateDevice.cs
            //
            // ?Desc:?This?is?the?first?tutorial?for?using?Direct3D.?In?this?tutorial,?all
            // ???????we?are?doing?is?creating?a?Direct3D?device?and?using?it?to?clear?the
            // ???????window.
            //
            // ?Copyright?(c)?Microsoft?Corporation.?All?rights?reserved.
            // -----------------------------------------------------------------------------
            using ?System;
            using ?System.Drawing;
            using ?System.Windows.Forms;
            using ?Microsoft.DirectX;
            using ?Microsoft.DirectX.Direct3D;

            namespace ?DeviceTutorial
            {
            ????
            public ? class ?CreateDevice?:?Form
            ????
            {
            ????????
            // ?Our?global?variables?for?this?project
            ????????Device?device? = ? null ;? // ?Our?rendering?device

            ????????
            public ?CreateDevice()
            ????????
            {
            ????????????
            // ?Set?the?initial?size?of?our?form
            ???????????? this .ClientSize? = ? new ?System.Drawing.Size( 400 , 300 );
            ????????????
            // ?And?it's?caption
            ???????????? this .Text? = ? " D3D?Tutorial?01:?CreateDevice " ;
            ????????}

            ????????
            ????????
            public ? bool ?InitializeGraphics()
            ????????
            {
            ????????????
            try
            ????????????
            {
            ????????????????
            // ?Now?let's?setup?our?D3D?stuff
            ????????????????PresentParameters?presentParams? = ? new ?PresentParameters();
            ????????????????presentParams.Windowed
            = true ;
            ????????????????presentParams.SwapEffect?
            = ?SwapEffect.Discard;
            ????????????????device?
            = ? new ?Device( 0 ,?DeviceType.Hardware,? this ,?CreateFlags.SoftwareVertexProcessing,?presentParams);
            ????????????????
            return ? true ;
            ????????????}

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

            ????????}

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

            ????????????
            // Clear?the?backbuffer?to?a?blue?color?
            ????????????device.Clear(ClearFlags.Target,?System.Drawing.Color.Blue,? 1.0f ,? 0 );
            ????????????
            // Begin?the?scene
            ????????????device.BeginScene();
            ????????????
            ????????????
            // ?Rendering?of?scene?objects?can?happen?here
            ????
            ????????????
            // End?the?scene
            ????????????device.EndScene();
            ????????????device.Present();
            ????????}

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


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

            ???????? static ? void ?Main()?
            ????????
            {

            ????????????
            using ?(CreateDevice?frm? = ? new ?CreateDevice())
            ????????????
            {
            ????????????????
            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();
            ????????????????}

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

            ????????}

            ????}

            }


            1 creating the Direct3D device
            ?? PresentParameters object that is used to set the windows display characteristics.????? presentParameters 用來設(shè)置windows的特征. 她的windowed設(shè)為? true? 表示以窗口顯示,沒有菜單和子窗口,但是有最大,最小和關(guān)閉button.
            2 Device的構(gòu)造函數(shù)中,指定了hardware device是優(yōu)先的,頂點(diǎn)的處理有軟件來處理.但是如果我們有好的顯卡且我們?cè)O(shè)置 ?CreateFlags.HardwareVertexProcessing參數(shù),則我們有更好的性能.
            3 ?Application.DoEvents(); 不能沒有,否則窗口不接受消息,一直render().
            4 Device.Clear method使窗口顏色被設(shè)置為blue. Device.BeginScene則真正開始render. the EndScene and Present methods 表示完成render.

            包含檢查硬件的支持:
            //------------------------------------------------------------------------------
            //???????????Name:?dx9cs_initialization.cs
            //?????????Author:?Kevin?Harris
            //??Last?Modified:?06/15/05
            //????Description:?This?sample?demonstrates?how?to?initialize?Direct3D.
            //------------------------------------------------------------------------------

            using?System;
            using?System.Drawing;
            using?System.Windows.Forms;
            using?Microsoft.DirectX;
            using?Microsoft.DirectX.Direct3D;

            namespace?DX9Sample
            {
            ????
            public?class?DX9Form?:?System.Windows.Forms.Form
            ????
            {
            ????????
            private?Device?d3dDevice?=?null;

            ????????
            public?DX9Form()
            ????????
            {
            ????????????
            this.ClientSize?=?new?System.Drawing.Size(?640,?480?);
            ????????????
            this.Text?=?"Direct3D?(DX9/C#)?-?Initialization";
            ????????????
            this.SetStyle(?ControlStyles.AllPaintingInWmPaint?|?ControlStyles.Opaque,?true?);
            ????????}


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


            ????????
            protected?override?void?OnKeyDown(System.Windows.Forms.KeyEventArgs?e)
            ????????
            {
            ????????????
            switch(?e.KeyCode?)
            ????????????
            {
            ????????????????
            case?System.Windows.Forms.Keys.Escape:
            ????????????????????
            this.Dispose();
            ????????????????????
            break;
            ????????????}

            ????????}


            ????????
            protected?override?void?Dispose(bool?disposing)
            ????????
            {
            ????????????
            base.Dispose(?disposing?);
            ????????}


            ????????
            static?void?Main()?
            ????????
            {
            ????????????
            using(?DX9Form?frm?=?new?DX9Form()?)
            ????????????
            {
            ????????????????frm.Show();
            ????????????????frm.Init();
            ????????????????Application.Run(?frm?);
            ????????????}

            ????????}


            ????????
            ///?<summary>
            ????????
            ///?This?method?basically?creates?and?initialize?the?Direct3D?device?and
            ????????
            ///?anything?else?that?doens't?need?to?be?recreated?after?a?device?
            ????????
            ///?reset.
            ????????
            ///?</summary>

            ????????private?void?Init()?
            ????????
            {
            ????????????
            //?Does?the?hardware?support?a?16-bit?z-buffer?
            ????????????if(?!Manager.CheckDeviceFormat(?Manager.Adapters.Default.Adapter,?
            ???????????????????????????????????????????DeviceType.Hardware,
            ???????????????????????????????????????????Manager.Adapters.Default.CurrentDisplayMode.Format,?
            ???????????????????????????????????????????Usage.DepthStencil,
            ???????????????????????????????????????????ResourceType.Surface,
            ???????????????????????????????????????????DepthFormat.D16?)?)
            ????????????
            {
            ????????????????
            //?POTENTIAL?PROBLEM:?We?need?at?least?a?16-bit?z-buffer!
            ????????????????return;
            ????????????}


            ????????????
            //
            ????????????
            //?Do?we?support?hardware?vertex?processing??if?so,?use?it.?
            ????????????
            //?If?not,?downgrade?to?software.
            ????????????
            //

            ????????????Caps?caps?
            =?Manager.GetDeviceCaps(?Manager.Adapters.Default.Adapter,?
            ???????????????????????????????????????????????DeviceType.Hardware?);
            ????????????CreateFlags?flags;

            ????????????
            if(?caps.DeviceCaps.SupportsHardwareTransformAndLight?)
            ????????????????flags?
            =?CreateFlags.HardwareVertexProcessing;
            ????????????
            else
            ????????????????flags?
            =?CreateFlags.SoftwareVertexProcessing;

            ????????????
            //
            ????????????
            //?Everything?checks?out?-?create?a?simple,?windowed?device.
            ????????????
            //

            ????????????PresentParameters?d3dpp?
            =?new?PresentParameters();

            ????????????d3dpp.BackBufferFormat???????
            =?Format.Unknown;
            ????????????d3dpp.SwapEffect?????????????
            =?SwapEffect.Discard;
            ????????????d3dpp.Windowed???????????????
            =?true;
            ????????????d3dpp.EnableAutoDepthStencil?
            =?true;
            ????????????d3dpp.AutoDepthStencilFormat?
            =?DepthFormat.D16;
            ????????????d3dpp.PresentationInterval???
            =?PresentInterval.Immediate;?

            ????????????d3dDevice?
            =?new?Device(?0,?DeviceType.Hardware,?this,?flags,?d3dpp?);

            ????????????
            //?Register?an?event-handler?for?DeviceReset?and?call?it?to?continue
            ????????????
            //?our?setup.
            ????????????d3dDevice.DeviceReset?+=?new?System.EventHandler(?this.OnResetDevice?);
            ????????????OnResetDevice(?d3dDevice,?
            null?);
            ????????}


            ????????
            ///?<summary>
            ????????
            ///?This?event-handler?is?a?good?place?to?create?and?initialize?any?
            ????????
            ///?Direct3D?related?objects,?which?may?become?invalid?during?a?
            ????????
            ///?device?reset.
            ????????
            ///?</summary>

            ????????public?void?OnResetDevice(object?sender,?EventArgs?e)
            ????????
            {
            ????????????
            //?This?sample?doens't?create?anything?that?requires?recreation?
            ????????????
            //?after?the?DeviceReset?event.
            ????????}


            ????????
            private?void?Render()
            ????????
            {
            ????????????d3dDevice.Clear(?ClearFlags.Target?
            |?ClearFlags.ZBuffer,?
            ?????????????????????????????Color.FromArgb(
            255,?0,?255,?0),?1.0f,?0?);

            ????????????d3dDevice.BeginScene();
            ????????????
            ????????????
            //?Render?geometry?here
            ????
            ????????????d3dDevice.EndScene();

            ????????????d3dDevice.Present();
            ????????}

            ????}

            }


            posted on 2006-05-09 18:31 夢(mèng)在天涯 閱讀(1169) 評(píng)論(1)  編輯 收藏 引用 所屬分類: DirectX

            評(píng)論

            # re: Managed DirectX --- create Device 2006-05-17 17:31 夢(mèng)在天涯

            Managed DirectX是對(duì)DirectX大部分功能的托管封裝,可以用任何支持.NET的語言開發(fā)。MDX只對(duì)DirectX做了非常低層次的封裝,因此保持了用COM接口DirectX開發(fā)時(shí)的大部分原貌。MDX的性能是不用擔(dān)心的,因?yàn)樗€是象COM DirectX一樣提供對(duì)硬件層次的訪問,大部分功能都是在你的顯卡/網(wǎng)卡/聲卡上起作用的,托管部分只是它的接口。事實(shí)證明MDX在DirectX Graphics中的性能與COM接口的DirectX不相上下。既然MDX的開發(fā)方式、API和性能都與COM接口的DirectX差不多,那為什么要用MDX呢?我自己對(duì)這個(gè)問題的回答是:

            1、托管代碼的對(duì)象模型更好。MDX基于類庫的組織結(jié)構(gòu),比用COM接口的處理方式更方便。
            2、用MDX,一般不用操心資源釋放的問題。很大一部分資源釋放的操作,都被封裝好了。
            3、與更多現(xiàn)代技術(shù)結(jié)合得更好。我們可以讓DirectX程序使用XML、WebService和智能客戶端等技術(shù)。

            Direct3D程序最基本的流程是:創(chuàng)建Windows窗口、創(chuàng)建設(shè)備、處理消息循環(huán)、物體圖形顯示、退出和清理。在MDX的世界里,窗口創(chuàng)建和處理消息循環(huán)我們交給Windows Forms模型來做,剩下最主要的任務(wù)就是創(chuàng)建設(shè)備和物體圖形顯示。Direct3D設(shè)備是Direct3D開發(fā)最基本的入口,它定義了Direct3D所有的繪圖組件,大部分的操作都需要從Direct3D設(shè)備開始。創(chuàng)建設(shè)備需要設(shè)定幾個(gè)參數(shù),包括顯卡序號(hào)、設(shè)備類型、所屬窗口、3D運(yùn)算方式等。除了這些信息外,還需要一個(gè)PresentParameters類型的參數(shù),其中定義了Direct3D設(shè)備所需的相關(guān)信息。下面代碼中的InitializeDirect3D函數(shù)完整的演示了創(chuàng)建設(shè)備的步驟

            設(shè)備類型:Direct3D支持3種設(shè)備,其中HAL和REF最為重要。HAL通過硬件進(jìn)行光柵化、坐標(biāo)變換和光照處理等,速度最快。REF則是用軟件實(shí)現(xiàn)相關(guān)的操作,僅用于硬件不支持某種操作的情況。DeviceType枚舉定義了設(shè)備類型可能的選項(xiàng)。

            3D運(yùn)算方式包括一些選項(xiàng),如HardwareVertexProcessing,PureHardwareVertexProcessing等,用于指定頂點(diǎn)運(yùn)算由硬件執(zhí)行還是軟件執(zhí)行等。

            PresentParameters還包括一些設(shè)置,如后臺(tái)緩沖區(qū)的高度、寬度和像素格式,以及從后臺(tái)緩沖區(qū)復(fù)制到前臺(tái)緩存屏幕顯示的方式等等。如果Direct3D采用窗口方式運(yùn)行,像素格式必須查詢當(dāng)前的顯示模式獲得。

            Direct3D設(shè)備創(chuàng)建成功以后,就可以進(jìn)入圖形顯示階段。在下面的代碼中以Render()函數(shù)的形式出現(xiàn)。在繪制圖形前,需要調(diào)用Device::Clear()函數(shù)重制ViewPort的顏色緩沖區(qū)。ViewPort就是3D形狀投射到平面顯示器上供我們看到的那個(gè)區(qū)域。Clear函數(shù)的Flag參數(shù)指定了對(duì)顏色緩沖區(qū)、深度緩沖區(qū)還是模板緩沖區(qū)進(jìn)行初始化。因?yàn)槲矣肁TI顯卡,所以我選擇了將顏色緩沖區(qū)初始化為紅色:)。接下來是調(diào)用BeginScene()函數(shù)和EndScene()函數(shù)。實(shí)際的繪圖中,所有渲染的代碼都必須放在BeginScene函數(shù)和EndScene函數(shù)之間,否則就會(huì)出錯(cuò)。最后調(diào)用Present()函數(shù),將后臺(tái)緩沖區(qū)中的數(shù)據(jù)復(fù)制到前臺(tái)緩沖區(qū),我們就能看見圖形了。

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