有没有关于如何在 DirecX for Windows 8 Developer preview 中绘制简单三角形的好教程?游戏示例过于复杂,无法理解新 DirectX 版本的“基本”工作原理(这似乎与 DirectX 9 完全不同)。
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2 回答
6
示例的重点是 Windows 8,而不是 DirectX。在使用 Windows 8之前,您需要学习 DirectX11 。您正在尝试阅读有关两种技术之间互操作的示例,但您都不了解这两种技术。Windows 8 Dev Preview 的重点不是教 DirectX。
于 2011-09-25T21:48:46.603 回答
1
弄清楚了。请参阅下面的代码。唯一不起作用的是纹理(它显示为白色而不是显示图像,但至少它显示了三角形!)(这段代码显然不是整个程序。结果它涉及到相当多的复杂这些天只画一个三角形的代码!)
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using ManagedDirectX;
using Windows.Storage;
using Windows.Storage.Streams;
namespace TestProgram
{
public sealed class EntryPoint
{
public void NtfyExecutionAbrt()
{
}
public EntryPoint()
{
beginexecblock();
}
void onrenderframe()
{
if(vertcount>0) {
maincontext.Draw(vertcount);
}
}
int vertcount = 0;
Shader defaultshader;
RenderContext maincontext;
async void beginexecblock()
{
if ((await Windows.Storage.ApplicationData.Current.RoamingFolder.GetFilesAsync()).Count == 0)
{
await ApplicationData.Current.RoamingFolder.CreateFileAsync("testfile.txt");
ApplicationData.Current.SignalDataChanged();
Windows.UI.Popups.MessageDialog tdlg = new Windows.UI.Popups.MessageDialog("Roaming file creation success", "Sync status");
await tdlg.ShowAsync();
}
try
{
DateTime started = DateTime.Now;
RenderContext mtext = new RenderContext();
maincontext = mtext;
StorageFolder folder = Windows.ApplicationModel.Package.Current.InstalledLocation;
StorageFile file = await folder.GetFileAsync("DXInteropLib\\VertexShader.cso");
var stream = (await file.OpenAsync(FileAccessMode.Read));
Windows.Storage.Streams.DataReader mreader = new Windows.Storage.Streams.DataReader(stream.GetInputStreamAt(0));
byte[] dgram = new byte[file.Size];
await mreader.LoadAsync((uint)dgram.Length);
mreader.ReadBytes(dgram);
file = await folder.GetFileAsync("DXInteropLib\\PixelShader.cso");
stream = await file.OpenAsync(FileAccessMode.Read);
mreader = new Windows.Storage.Streams.DataReader(stream.GetInputStreamAt(0));
byte[] mgram = new byte[file.Size];
await mreader.LoadAsync((uint)file.Size);
mreader.ReadBytes(mgram);
try
{
defaultshader = mtext.CreateShader(dgram, mgram);
mtext.InitializeLayout(dgram);
defaultshader.Apply();
mtext.OnRenderFrame += onrenderframe;
}
catch (Exception er)
{
Windows.UI.Popups.MessageDialog mdlg = new Windows.UI.Popups.MessageDialog(er.ToString(),"Fatal error");
mdlg.ShowAsync().Start();
}
IStorageFile[] files = (await folder.GetFilesAsync()).ToArray();
bool founddata = false;
foreach (IStorageFile et in files)
{
if (et.FileName.Contains("rawimage.dat"))
{
stream = await et.OpenAsync(FileAccessMode.Read);
founddata = true;
}
}
int width;
int height;
byte[] rawdata;
if (!founddata)
{
file = await folder.GetFileAsync("TestProgram\\test.png");
stream = await file.OpenAsync(FileAccessMode.Read);
var decoder = await Windows.Graphics.Imaging.BitmapDecoder.CreateAsync(stream);
var pixeldata = await decoder.GetPixelDataAsync(Windows.Graphics.Imaging.BitmapPixelFormat.Rgba8, Windows.Graphics.Imaging.BitmapAlphaMode.Straight, new Windows.Graphics.Imaging.BitmapTransform(), Windows.Graphics.Imaging.ExifOrientationMode.IgnoreExifOrientation, Windows.Graphics.Imaging.ColorManagementMode.DoNotColorManage);
width = (int)decoder.PixelWidth;
height = (int)decoder.PixelHeight;
rawdata = pixeldata.DetachPixelData();
file = await folder.CreateFileAsync("rawimage.dat");
stream = (await file.OpenAsync(FileAccessMode.ReadWrite));
var realstream = stream.GetOutputStreamAt(0);
DataWriter mwriter = new DataWriter(realstream);
mwriter.WriteInt32(width);
mwriter.WriteInt32(height);
mwriter.WriteBytes(rawdata);
await mwriter.StoreAsync();
await realstream.FlushAsync();
}
else
{
DataReader treader = new DataReader(stream.GetInputStreamAt(0));
await treader.LoadAsync((uint)stream.Size);
rawdata = new byte[stream.Size-(sizeof(int)*2)];
width = treader.ReadInt32();
height = treader.ReadInt32();
treader.ReadBytes(rawdata);
}
Texture2D mtex = maincontext.createTexture2D(rawdata, width, height);
List<VertexPositionNormalTexture> triangle = new List<VertexPositionNormalTexture>();
triangle.Add(new VertexPositionNormalTexture(new Vector3(-.5f,-.5f,0),new Vector3(1,1,1),new Vector2(0,0)));
triangle.Add(new VertexPositionNormalTexture(new Vector3(0,0.5f,0),new Vector3(1,1,1),new Vector2(1,0)));
triangle.Add(new VertexPositionNormalTexture(new Vector3(.5f,-0.5f,0),new Vector3(1,1,1),new Vector2(1,1)));
byte[] gpudata = VertexPositionNormalTexture.Serialize(triangle.ToArray());
VertexBuffer mbuffer = maincontext.createVertexBuffer(gpudata,VertexPositionNormalTexture.Size);
mbuffer.Apply(VertexPositionNormalTexture.Size);
vertcount = 3;
Windows.UI.Popups.MessageDialog tdlg = new Windows.UI.Popups.MessageDialog("Unit tests successfully completed\nShader creation: Success\nTexture load: Success\nVertex buffer creation: Success\nTime:"+(DateTime.Now-started).ToString(), "Results");
tdlg.ShowAsync().Start();
}
catch (Exception er)
{
Windows.UI.Popups.MessageDialog tdlg = new Windows.UI.Popups.MessageDialog(er.ToString(), "Fatal error");
tdlg.ShowAsync().Start();
}
}
}
}
于 2011-09-25T22:40:43.547 回答