'Matrices
Dim matWorld, matView, matProj As Matrix '世界位置矩阵,摄像机位置矩阵和透视矩阵,数学要学好啊 。
'mesh
Public MyPlane as Direct3D.Mesh ’我们的物体
Public VBPlane(3) As Direct3D.CustomVertex.PositionNormalTextured '存放顶点位置的数组
#Region "DX Core"
Public Sub InitDeviceObjects()
With d3dpp ‘以下请照抄 。
.Windowed = True ‘不全屏 。
.SwapEffect = Direct3D.SwapEffect.Discard ’双缓冲交换效果 。请百度“双缓冲”
.BackBufferFormat = Direct3D.Format.Unknown
.EnableAutoDepthStencil = True ’让DX自动管理深度缓冲
.AutoDepthStencilFormat = Direct3D.DepthFormat.D16
End With
MyDevice = New Direct3D.Device(0, Direct3D.DeviceType.Hardware, Me.Handle, Direct3D.CreateFlags.HardwareVertexProcessing, d3dpp) '创建DX设备啦!以下两句请照抄 。
MyDevice.SetRenderState(Direct3D.RenderStates.ZEnable, True) ‘Z缓冲
MyDevice.SetRenderState(Direct3D.RenderStates.NormalizeNormals, True)'法线归一化,请看相关数学书籍 。
End Sub
Public Sub RestoreDeviceObjects()
Dim PlaneIB() As Short = {0, 1, 3, 0, 2, 3} ’顶点索引信息 。
Dim AttrTable(1) As Direct3D.AttributeRange ‘顶点分组属性表
AttrTable(0).AttributeId = 0
AttrTable(0).FaceStart = 0
AttrTable(0).FaceCount = 2 ’有两个三角形
AttrTable(0).VertexStart = 0
AttrTable(0).VertexCount = 4 ‘四个点
‘顶点坐标信息 。
VBPlane(0) = New Direct3D.CustomVertex.PositionNormalTextured(-500, -500, 0, 0, 0, 1, 0, 0)
VBPlane(1) = New Direct3D.CustomVertex.PositionNormalTextured(500, -500, 0, 0, 0, 1, 1, 0)
VBPlane(2) = New Direct3D.CustomVertex.PositionNormalTextured(-500, 500, 0, 0, 0, 1, 0, 1)
VBPlane(3) = New Direct3D.CustomVertex.PositionNormalTextured(500, 500, 0, 0, 0, 1, 1, 1)
MyPlane = New Direct3D.Mesh(2, 4, Direct3D.MeshFlags.Managed, Direct3D.VertexFormats.Position + Direct3D.VertexFormats.Normal + Direct3D.VertexFormats.Texture1, MyDevice) ’创建物体
MyPlane.SetVertexBufferData(VBPlane, Direct3D.LockFlags.None) ‘输入顶点坐标数据
MyPlane.SetIndexBufferData(PlaneIB, Direct3D.LockFlags.None) ‘输入索引数据
MyPlane.SetAttributeTable(AttrTable) ‘输入顶点分组属性表
End Sub
Public Sub Render() ‘调用它画图
Dim vlook As New Vector3(1, 0, 0)
Dim vPos As New Vector3(0,0,0)
Dim vUp As New Vector3(0, 0, 1)
MatView = Matrix.LookAtLH(vPos, vlook, vUp) ‘计算摄像机位置矩阵
Device.SetTransform(Direct3D.TransformType.View, MatView) ‘设置当前摄像机位置矩阵为MatView 。
Dim fAspect As Single = Me.Width / Me.Height ’窗口长宽比
matProj = Matrix.PerspectiveFovLH(Math.PI / 4, fAspect, 1.0F, 10001) ‘计算透视矩阵MatProj 。
MyDevice.SetTransform(Direct3D.TransformType.Projection, matProj) ‘设置当前透视矩阵为MatProj 。
MyDevice.Clear(Direct3D.ClearFlags.Target + Direct3D.ClearFlags.ZBuffer, Color.Blue, 1.0F, 0) ’先刷蓝屏
MyDevice.BeginScene() ‘开始画
MatWorld = Matrix.Identity ’物体位于原点,不旋转
Device.SetTransform(Direct3D.TransformType.World, MatWorld) ’设置物体位置
Me.Mesh.DrawSubset(0) ‘画物体
MyDevice.EndScene() ’结束
MyDevice.Present() ‘显示在屏幕上
End Sub
Public Sub DeleteDeviceObjects() ’结束程序时放掉资源
MyPlane.Dispose()
MyDevice.Dispose()
End Sub
#End Region
Private Sub FormMain_FormClosing(ByVal sender As Object, ByVal e As System.Windows.Forms.FormClosingEventArgs) Handles Me.FormClosing
DeleteDeviceObjects()
Windows.Forms.Cursor.Show()
End Sub
Private Sub FormMain_Load(ByVal sender As Object, ByVal e As System.EventArgs) Handles Me.Load
InitDeviceObjects()
RestoreDeviceObjects()
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